}
+/**
+ * Draw textured quad.
+ * Y=0=top
+ */
static void
-draw_quad(struct st_context *st, GLfloat x, GLfloat y, GLfloat z,
- GLsizei width, GLsizei height)
+draw_quad(struct st_context *st, GLfloat x0, GLfloat y0, GLfloat z,
+ GLfloat x1, GLfloat y1)
{
static const GLuint attribs[2] = {
VF_ATTRIB_POS,
GLfloat verts[4][2][4]; /* four verts, two attribs, XYZW */
GLuint i;
- /* lower-left */
- verts[0][0][0] = x;
- verts[0][0][1] = y;
+ /* upper-left */
+ verts[0][0][0] = x0;
+ verts[0][0][1] = y0;
verts[0][1][0] = 0.0;
- verts[0][1][1] = 0.0;
+ verts[0][1][1] = 1.0;
- /* lower-right */
- verts[1][0][0] = x + width;
- verts[1][0][1] = y;
+ /* upper-right */
+ verts[1][0][0] = x1;
+ verts[1][0][1] = y0;
verts[1][1][0] = 1.0;
- verts[1][1][1] = 0.0;
+ verts[1][1][1] = 1.0;
- /* upper-right */
- verts[2][0][0] = x + width;
- verts[2][0][1] = y + height;
+ /* lower-right */
+ verts[2][0][0] = x1;
+ verts[2][0][1] = y1;
verts[2][1][0] = 1.0;
- verts[2][1][1] = 1.0;
+ verts[2][1][1] = 0.0;
- /* upper-left */
- verts[3][0][0] = x;
- verts[3][0][1] = y + height;
+ /* lower-left */
+ verts[3][0][0] = x0;
+ verts[3][0][1] = y1;
verts[3][1][0] = 0.0;
- verts[3][1][1] = 1.0;
+ verts[3][1][1] = 0.0;
/* same for all verts: */
for (i = 0; i < 4; i++) {
static void
-draw_textured_quad(struct st_context *st, GLfloat x, GLfloat y, GLfloat z,
+draw_textured_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
GLsizei width, GLsizei height, GLenum format, GLenum type,
const struct gl_pixelstore_attrib *unpack,
const GLvoid *pixels)
{
+ const GLuint unit = 0;
+ struct pipe_context *pipe = ctx->st->pipe;
struct pipe_mipmap_tree *mt;
+ GLfloat x0, y0, x1, y1;
/* setup state: just scissor */
{
struct pipe_setup_state setup;
memset(&setup, 0, sizeof(setup));
- if (st->ctx->Scissor.Enabled)
+ if (ctx->Scissor.Enabled)
setup.scissor = 1;
- st->pipe->set_setup_state(st->pipe, &setup);
+ pipe->set_setup_state(pipe, &setup);
}
/* fragment shader state: color pass-through program */
static struct st_fragment_program *stfp = NULL;
struct pipe_fs_state fs;
if (!stfp) {
- stfp = make_drawpixels_shader(st);
+ stfp = make_drawpixels_shader(ctx->st);
}
memset(&fs, 0, sizeof(fs));
fs.inputs_read = stfp->Base.Base.InputsRead;
fs.tokens = &stfp->tokens[0];
fs.constants = NULL;
- st->pipe->set_fs_state(st->pipe, &fs);
+ pipe->set_fs_state(pipe, &fs);
+ }
+
+ /* texture sampling state: */
+ {
+ struct pipe_sampler_state sampler;
+ memset(&sampler, 0, sizeof(sampler));
+ sampler.wrap_s = PIPE_TEX_WRAP_REPEAT;
+ sampler.wrap_t = PIPE_TEX_WRAP_REPEAT;
+ sampler.wrap_r = PIPE_TEX_WRAP_REPEAT;
+ sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
+ sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
+ sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
+ pipe->set_sampler_state(pipe, unit, &sampler);
}
/* mipmap tree state: */
{
- mt = make_mipmap_tree(st, width, height, format, type, unpack, pixels);
- st->pipe->set_texture_state(st->pipe, 0, mt);
+ mt = make_mipmap_tree(ctx->st, width, height, format, type,
+ unpack, pixels);
+ pipe->set_texture_state(pipe, unit, mt);
}
+ /* compute window coords (y=0=top) with pixel zoom */
+ x0 = x;
+ y0 = ctx->DrawBuffer->Height - 1 - y;
+ x1 = x + width * ctx->Pixel.ZoomX;
+ y1 = ctx->DrawBuffer->Height - 1 - (y + height * ctx->Pixel.ZoomY);
+
/* draw textured quad */
- draw_quad(st, x, y, z, width, height);
+ draw_quad(ctx->st, x0, y0, z, x1, y1);
/* restore GL state */
- st->pipe->set_setup_state(st->pipe, &st->state.setup);
- st->pipe->set_fs_state(st->pipe, &st->state.fs);
+ pipe->set_setup_state(pipe, &ctx->st->state.setup);
+ pipe->set_fs_state(pipe, &ctx->st->state.fs);
+ /* XXX FIX: pipe->set_texture_state(pipe, unit, ???); */
+ pipe->set_sampler_state(pipe, unit, &ctx->st->state.sampler[0]);
- free_mipmap_tree(st->pipe, mt);
+ free_mipmap_tree(pipe, mt);
}
any_pixel_transfer_ops(st) ||
!compatible_formats(format, type, ps->format)) {
/* textured quad */
- draw_textured_quad(st, x, y, ctx->Current.RasterPos[2], width, height,
+ draw_textured_quad(ctx, x, y, ctx->Current.RasterPos[2], width, height,
format, type, unpack, pixels);
}
else {