[Mesa-dev] [PATCH 3/3] util/u_blit: Implement util_blit_pixels via pipe_context::blit.

Marek Olšák maraeo at gmail.com
Tue Sep 17 16:07:24 PDT 2013


Isn't u_blit a candidate for removal considering it has no user in Mesa?

In any case, for the series:

Reviewed-by: Marek Olšák <marek.olsak at amd.com>

Marek

On Tue, Sep 17, 2013 at 8:33 PM,  <jfonseca at vmware.com> wrote:
> From: José Fonseca <jfonseca at vmware.com>
>
> This removes a lot of code, but not everything, as util_blit_pixels_tex
> is still useful when one needs to override pipe_sampler_view::swizzle_?.
> ---
>  src/gallium/auxiliary/util/u_blit.c | 447 +++---------------------------------
>  1 file changed, 37 insertions(+), 410 deletions(-)
>
> diff --git a/src/gallium/auxiliary/util/u_blit.c b/src/gallium/auxiliary/util/u_blit.c
> index e9bec4a..4ba71b9 100644
> --- a/src/gallium/auxiliary/util/u_blit.c
> +++ b/src/gallium/auxiliary/util/u_blit.c
> @@ -57,29 +57,20 @@ struct blit_state
>     struct pipe_context *pipe;
>     struct cso_context *cso;
>
> -   struct pipe_blend_state blend_write_color, blend_keep_color;
> +   struct pipe_blend_state blend_write_color;
>     struct pipe_depth_stencil_alpha_state dsa_keep_depthstencil;
> -   struct pipe_depth_stencil_alpha_state dsa_write_depthstencil;
> -   struct pipe_depth_stencil_alpha_state dsa_write_depth;
> -   struct pipe_depth_stencil_alpha_state dsa_write_stencil;
>     struct pipe_rasterizer_state rasterizer;
>     struct pipe_sampler_state sampler;
>     struct pipe_viewport_state viewport;
>     struct pipe_vertex_element velem[2];
> -   enum pipe_texture_target internal_target;
>
>     void *vs;
>     void *fs[PIPE_MAX_TEXTURE_TYPES][TGSI_WRITEMASK_XYZW + 1];
> -   void *fs_depthstencil[PIPE_MAX_TEXTURE_TYPES];
> -   void *fs_depth[PIPE_MAX_TEXTURE_TYPES];
> -   void *fs_stencil[PIPE_MAX_TEXTURE_TYPES];
>
>     struct pipe_resource *vbuf;  /**< quad vertices */
>     unsigned vbuf_slot;
>
>     float vertices[4][2][4];   /**< vertex/texcoords for quad */
> -
> -   boolean has_stencil_export;
>  };
>
>
> @@ -103,20 +94,6 @@ util_create_blit(struct pipe_context *pipe, struct cso_context *cso)
>     /* disabled blending/masking */
>     ctx->blend_write_color.rt[0].colormask = PIPE_MASK_RGBA;
>
> -   /* depth stencil states */
> -   ctx->dsa_write_depth.depth.enabled = 1;
> -   ctx->dsa_write_depth.depth.writemask = 1;
> -   ctx->dsa_write_depth.depth.func = PIPE_FUNC_ALWAYS;
> -   ctx->dsa_write_stencil.stencil[0].enabled = 1;
> -   ctx->dsa_write_stencil.stencil[0].func = PIPE_FUNC_ALWAYS;
> -   ctx->dsa_write_stencil.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE;
> -   ctx->dsa_write_stencil.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
> -   ctx->dsa_write_stencil.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE;
> -   ctx->dsa_write_stencil.stencil[0].valuemask = 0xff;
> -   ctx->dsa_write_stencil.stencil[0].writemask = 0xff;
> -   ctx->dsa_write_depthstencil.depth = ctx->dsa_write_depth.depth;
> -   ctx->dsa_write_depthstencil.stencil[0] = ctx->dsa_write_stencil.stencil[0];
> -
>     /* rasterizer */
>     ctx->rasterizer.cull_face = PIPE_FACE_NONE;
>     ctx->rasterizer.half_pixel_center = 1;
> @@ -147,14 +124,6 @@ util_create_blit(struct pipe_context *pipe, struct cso_context *cso)
>        ctx->vertices[i][1][3] = 1.0f; /* q */
>     }
>
> -   if(pipe->screen->get_param(pipe->screen, PIPE_CAP_NPOT_TEXTURES))
> -      ctx->internal_target = PIPE_TEXTURE_2D;
> -   else
> -      ctx->internal_target = PIPE_TEXTURE_RECT;
> -
> -   ctx->has_stencil_export =
> -      pipe->screen->get_param(pipe->screen, PIPE_CAP_SHADER_STENCIL_EXPORT);
> -
>     return ctx;
>  }
>
> @@ -178,18 +147,6 @@ util_destroy_blit(struct blit_state *ctx)
>        }
>     }
>
> -   for (i = 0; i < PIPE_MAX_TEXTURE_TYPES; i++) {
> -      if (ctx->fs_depthstencil[i]) {
> -         pipe->delete_fs_state(pipe, ctx->fs_depthstencil[i]);
> -      }
> -      if (ctx->fs_depth[i]) {
> -         pipe->delete_fs_state(pipe, ctx->fs_depth[i]);
> -      }
> -      if (ctx->fs_stencil[i]) {
> -         pipe->delete_fs_state(pipe, ctx->fs_stencil[i]);
> -      }
> -   }
> -
>     pipe_resource_reference(&ctx->vbuf, NULL);
>
>     FREE(ctx);
> @@ -217,63 +174,6 @@ set_fragment_shader(struct blit_state *ctx, uint writemask,
>
>
>  /**
> - * Helper function to set the shader which writes depth and stencil.
> - */
> -static INLINE void
> -set_depthstencil_fragment_shader(struct blit_state *ctx,
> -                                 enum pipe_texture_target pipe_tex)
> -{
> -   if (!ctx->fs_depthstencil[pipe_tex]) {
> -      unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex, 0);
> -
> -      ctx->fs_depthstencil[pipe_tex] =
> -         util_make_fragment_tex_shader_writedepthstencil(ctx->pipe, tgsi_tex,
> -                                                  TGSI_INTERPOLATE_LINEAR);
> -   }
> -
> -   cso_set_fragment_shader_handle(ctx->cso, ctx->fs_depthstencil[pipe_tex]);
> -}
> -
> -
> -/**
> - * Helper function to set the shader which writes depth.
> - */
> -static INLINE void
> -set_depth_fragment_shader(struct blit_state *ctx,
> -                          enum pipe_texture_target pipe_tex)
> -{
> -   if (!ctx->fs_depth[pipe_tex]) {
> -      unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex, 0);
> -
> -      ctx->fs_depth[pipe_tex] =
> -         util_make_fragment_tex_shader_writedepth(ctx->pipe, tgsi_tex,
> -                                                  TGSI_INTERPOLATE_LINEAR);
> -   }
> -
> -   cso_set_fragment_shader_handle(ctx->cso, ctx->fs_depth[pipe_tex]);
> -}
> -
> -
> -/**
> - * Helper function to set the shader which writes stencil.
> - */
> -static INLINE void
> -set_stencil_fragment_shader(struct blit_state *ctx,
> -                            enum pipe_texture_target pipe_tex)
> -{
> -   if (!ctx->fs_stencil[pipe_tex]) {
> -      unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex, 0);
> -
> -      ctx->fs_stencil[pipe_tex] =
> -         util_make_fragment_tex_shader_writestencil(ctx->pipe, tgsi_tex,
> -                                                    TGSI_INTERPOLATE_LINEAR);
> -   }
> -
> -   cso_set_fragment_shader_handle(ctx->cso, ctx->fs_stencil[pipe_tex]);
> -}
> -
> -
> -/**
>   * Helper function to set the vertex shader.
>   */
>  static INLINE void
> @@ -324,6 +224,9 @@ get_next_slot( struct blit_state *ctx )
>  /**
>   * Setup vertex data for the textured quad we'll draw.
>   * Note: y=0=top
> + *
> + * FIXME: We should call util_map_texcoords2d_onto_cubemap
> + * for cubemaps.
>   */
>  static unsigned
>  setup_vertex_data_tex(struct blit_state *ctx,
> @@ -451,21 +354,14 @@ util_blit_pixels(struct blit_state *ctx,
>                   uint writemask, uint zs_writemask)
>  {
>     struct pipe_context *pipe = ctx->pipe;
> -   struct pipe_screen *screen = pipe->screen;
>     enum pipe_format src_format, dst_format;
> -   struct pipe_sampler_view *sampler_view = NULL;
> -   struct pipe_sampler_view sv_templ;
> -   struct pipe_surface *dst_surface;
> -   struct pipe_framebuffer_state fb;
>     const int srcW = abs(srcX1 - srcX0);
>     const int srcH = abs(srcY1 - srcY0);
> -   unsigned offset;
>     boolean overlap;
> -   float s0, t0, s1, t1;
> -   boolean normalized;
>     boolean is_stencil, is_depth, blit_depth, blit_stencil;
>     const struct util_format_description *src_desc =
>           util_format_description(src_tex->format);
> +   struct pipe_blit_info info;
>
>     assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
>            filter == PIPE_TEX_MIPFILTER_LINEAR);
> @@ -493,6 +389,12 @@ util_blit_pixels(struct blit_state *ctx,
>            (!writemask && (blit_depth || blit_stencil)));
>
>     /*
> +    * XXX: z parameter is deprecated. dst->u.tex.first_layer
> +    * specificies the destination layer.
> +    */
> +   assert(z == 0.0f);
> +
> +   /*
>      * Check for simple case:  no format conversion, no flipping, no stretching,
>      * no overlapping, same number of samples.
>      * Filter mode should not matter since there's no stretching.
> @@ -523,307 +425,32 @@ util_blit_pixels(struct blit_state *ctx,
>        return;
>     }
>
> -   /* XXX Reading multisample textures is unimplemented. */
> -   assert(src_tex->nr_samples <= 1);
> -   if (src_tex->nr_samples > 1) {
> -      return;
> -   }
> -
> -   /* It's a mistake to call this function with a stencil format and
> -    * without shader stencil export. We don't do software fallbacks here.
> -    * Ignore stencil and only copy depth.
> -    */
> -   if (blit_stencil && !ctx->has_stencil_export) {
> -      blit_stencil = FALSE;
> -
> -      if (!blit_depth)
> -         return;
> -   }
> -
> -   if (dst_format == dst->format) {
> -      dst_surface = dst;
> -   } else {
> -      struct pipe_surface templ = *dst;
> -      templ.format = dst_format;
> -      dst_surface = pipe->create_surface(pipe, dst->texture, &templ);
> -   }
> -
> -   /* Create a temporary texture when src and dest alias.
> -    */
> -   if (src_tex == dst_surface->texture &&
> -       dst_surface->u.tex.level == src_level &&
> -       dst_surface->u.tex.first_layer == srcZ0) {
> -      /* Make a temporary texture which contains a copy of the source pixels.
> -       * Then we'll sample from the temporary texture.
> -       */
> -      struct pipe_resource texTemp;
> -      struct pipe_resource *tex;
> -      struct pipe_sampler_view sv_templ;
> -      struct pipe_box src_box;
> -      const int srcLeft = MIN2(srcX0, srcX1);
> -      const int srcTop = MIN2(srcY0, srcY1);
> -
> -      if (srcLeft != srcX0) {
> -         /* left-right flip */
> -         int tmp = dstX0;
> -         dstX0 = dstX1;
> -         dstX1 = tmp;
> -      }
> -
> -      if (srcTop != srcY0) {
> -         /* up-down flip */
> -         int tmp = dstY0;
> -         dstY0 = dstY1;
> -         dstY1 = tmp;
> -      }
> -
> -      /* create temp texture */
> -      memset(&texTemp, 0, sizeof(texTemp));
> -      texTemp.target = ctx->internal_target;
> -      texTemp.format = src_format;
> -      texTemp.last_level = 0;
> -      texTemp.width0 = srcW;
> -      texTemp.height0 = srcH;
> -      texTemp.depth0 = 1;
> -      texTemp.array_size = 1;
> -      texTemp.bind = PIPE_BIND_SAMPLER_VIEW;
> -
> -      tex = screen->resource_create(screen, &texTemp);
> -      if (!tex)
> -         return;
> -
> -      src_box.x = srcLeft;
> -      src_box.y = srcTop;
> -      src_box.z = srcZ0;
> -      src_box.width = srcW;
> -      src_box.height = srcH;
> -      src_box.depth = 1;
> -      /* load temp texture */
> -      pipe->resource_copy_region(pipe,
> -                                 tex, 0, 0, 0, 0,  /* dest */
> -                                 src_tex, src_level, &src_box);
> -
> -      normalized = tex->target != PIPE_TEXTURE_RECT;
> -      if(normalized) {
> -         s0 = 0.0f;
> -         s1 = 1.0f;
> -         t0 = 0.0f;
> -         t1 = 1.0f;
> -      }
> -      else {
> -         s0 = 0.0f;
> -         s1 = (float) srcW;
> -         t0 = 0.0f;
> -         t1 = (float) srcH;
> -      }
> -
> -      u_sampler_view_default_template(&sv_templ, tex, tex->format);
> -      if (!blit_depth && blit_stencil) {
> -         /* set a stencil-only format, e.g. Z24S8 --> X24S8 */
> -         sv_templ.format = util_format_stencil_only(tex->format);
> -         assert(sv_templ.format != PIPE_FORMAT_NONE);
> -      }
> -      sampler_view = pipe->create_sampler_view(pipe, tex, &sv_templ);
> -
> -      if (!sampler_view) {
> -         pipe_resource_reference(&tex, NULL);
> -         return;
> -      }
> -      pipe_resource_reference(&tex, NULL);
> -   }
> -   else {
> -      /* Directly sample from the source resource/texture */
> -      u_sampler_view_default_template(&sv_templ, src_tex, src_format);
> -      if (!blit_depth && blit_stencil) {
> -         /* set a stencil-only format, e.g. Z24S8 --> X24S8 */
> -         sv_templ.format = util_format_stencil_only(src_format);
> -         assert(sv_templ.format != PIPE_FORMAT_NONE);
> -      }
> -      sampler_view = pipe->create_sampler_view(pipe, src_tex, &sv_templ);
> -
> -      if (!sampler_view) {
> -         return;
> -      }
> -
> -      s0 = (float) srcX0;
> -      s1 = (float) srcX1;
> -      t0 = (float) srcY0;
> -      t1 = (float) srcY1;
> -      normalized = sampler_view->texture->target != PIPE_TEXTURE_RECT;
> -      if(normalized)
> -      {
> -         s0 /= (float)(u_minify(sampler_view->texture->width0, src_level));
> -         s1 /= (float)(u_minify(sampler_view->texture->width0, src_level));
> -         t0 /= (float)(u_minify(sampler_view->texture->height0, src_level));
> -         t1 /= (float)(u_minify(sampler_view->texture->height0, src_level));
> -      }
> -   }
> -
> -   assert(screen->is_format_supported(screen, sampler_view->format,
> -                     ctx->internal_target, sampler_view->texture->nr_samples,
> -                     PIPE_BIND_SAMPLER_VIEW));
> -   assert(screen->is_format_supported(screen, dst_format, ctx->internal_target,
> -                     dst_surface->texture->nr_samples,
> -                     is_depth || is_stencil ? PIPE_BIND_DEPTH_STENCIL :
> -                                              PIPE_BIND_RENDER_TARGET));
> -
> -   /* save state (restored below) */
> -   cso_save_blend(ctx->cso);
> -   cso_save_depth_stencil_alpha(ctx->cso);
> -   cso_save_rasterizer(ctx->cso);
> -   cso_save_sample_mask(ctx->cso);
> -   cso_save_samplers(ctx->cso, PIPE_SHADER_FRAGMENT);
> -   cso_save_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT);
> -   cso_save_stream_outputs(ctx->cso);
> -   cso_save_viewport(ctx->cso);
> -   cso_save_framebuffer(ctx->cso);
> -   cso_save_fragment_shader(ctx->cso);
> -   cso_save_vertex_shader(ctx->cso);
> -   cso_save_geometry_shader(ctx->cso);
> -   cso_save_vertex_elements(ctx->cso);
> -   cso_save_aux_vertex_buffer_slot(ctx->cso);
> -   cso_save_render_condition(ctx->cso);
> -
> -   /* set misc state we care about */
> -   if (writemask)
> -      cso_set_blend(ctx->cso, &ctx->blend_write_color);
> -   else
> -      cso_set_blend(ctx->cso, &ctx->blend_keep_color);
> -
> -   cso_set_sample_mask(ctx->cso, ~0);
> -   cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
> -   cso_set_vertex_elements(ctx->cso, 2, ctx->velem);
> -   cso_set_stream_outputs(ctx->cso, 0, NULL, 0);
> -   cso_set_render_condition(ctx->cso, NULL, FALSE, 0);
> -
> -   /* default sampler state */
> -   ctx->sampler.normalized_coords = normalized;
> -   ctx->sampler.min_img_filter = filter;
> -   ctx->sampler.mag_img_filter = filter;
> -   ctx->sampler.min_lod = (float) src_level;
> -   ctx->sampler.max_lod = (float) src_level;
> -
> -   /* Depth stencil state, fragment shader and sampler setup depending on what
> -    * we blit.
> -    */
> -   if (blit_depth && blit_stencil) {
> -      cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler);
> -      /* don't filter stencil */
> -      ctx->sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
> -      ctx->sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
> -      cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 1, &ctx->sampler);
> -
> -      cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_write_depthstencil);
> -      set_depthstencil_fragment_shader(ctx, sampler_view->texture->target);
> -   }
> -   else if (blit_depth) {
> -      cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler);
> -      cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_write_depth);
> -      set_depth_fragment_shader(ctx, sampler_view->texture->target);
> -   }
> -   else if (blit_stencil) {
> -      /* don't filter stencil */
> -      ctx->sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
> -      ctx->sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
> -      cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler);
> -
> -      cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_write_stencil);
> -      set_stencil_fragment_shader(ctx, sampler_view->texture->target);
> -   }
> -   else { /* color */
> -      cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler);
> -      cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_keep_depthstencil);
> -      set_fragment_shader(ctx, writemask, sampler_view->texture->target);
> -   }
> -   cso_single_sampler_done(ctx->cso, PIPE_SHADER_FRAGMENT);
> -
> -   /* textures */
> -   if (blit_depth && blit_stencil) {
> -      /* Setup two samplers, one for depth and the other one for stencil. */
> -      struct pipe_sampler_view templ;
> -      struct pipe_sampler_view *views[2];
> -
> -      templ = *sampler_view;
> -      templ.format = util_format_stencil_only(templ.format);
> -      assert(templ.format != PIPE_FORMAT_NONE);
> -
> -      views[0] = sampler_view;
> -      views[1] = pipe->create_sampler_view(pipe, views[0]->texture, &templ);
> -      cso_set_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT, 2, views);
> -
> -      pipe_sampler_view_reference(&views[1], NULL);
> -   }
> -   else {
> -      cso_set_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT, 1, &sampler_view);
> -   }
> -
> -   /* viewport */
> -   ctx->viewport.scale[0] = 0.5f * dst_surface->width;
> -   ctx->viewport.scale[1] = 0.5f * dst_surface->height;
> -   ctx->viewport.scale[2] = 0.5f;
> -   ctx->viewport.scale[3] = 1.0f;
> -   ctx->viewport.translate[0] = 0.5f * dst_surface->width;
> -   ctx->viewport.translate[1] = 0.5f * dst_surface->height;
> -   ctx->viewport.translate[2] = 0.5f;
> -   ctx->viewport.translate[3] = 0.0f;
> -   cso_set_viewport(ctx->cso, &ctx->viewport);
> -
> -   set_vertex_shader(ctx);
> -   cso_set_geometry_shader_handle(ctx->cso, NULL);
> -
> -   /* drawing dest */
> -   memset(&fb, 0, sizeof(fb));
> -   fb.width = dst_surface->width;
> -   fb.height = dst_surface->height;
> -   if (blit_depth || blit_stencil) {
> -      fb.zsbuf = dst_surface;
> -   } else {
> -      fb.nr_cbufs = 1;
> -      fb.cbufs[0] = dst_surface;
> -   }
> -   cso_set_framebuffer(ctx->cso, &fb);
> -
> -   /* draw quad */
> -   offset = setup_vertex_data_tex(ctx,
> -                                  sampler_view->texture->target,
> -                                  srcZ0 % 6,
> -                                  (float) dstX0 / dst_surface->width * 2.0f - 1.0f,
> -                                  (float) dstY0 / dst_surface->height * 2.0f - 1.0f,
> -                                  (float) dstX1 / dst_surface->width * 2.0f - 1.0f,
> -                                  (float) dstY1 / dst_surface->height * 2.0f - 1.0f,
> -                                  s0, t0,
> -                                  s1, t1,
> -                                  z);
> -
> -   if (ctx->vbuf) {
> -      util_draw_vertex_buffer(ctx->pipe, ctx->cso, ctx->vbuf,
> -                              cso_get_aux_vertex_buffer_slot(ctx->cso),
> -                              offset,
> -                              PIPE_PRIM_TRIANGLE_FAN,
> -                              4,  /* verts */
> -                              2); /* attribs/vert */
> -   }
> -
> -   /* restore state we changed */
> -   cso_restore_blend(ctx->cso);
> -   cso_restore_depth_stencil_alpha(ctx->cso);
> -   cso_restore_rasterizer(ctx->cso);
> -   cso_restore_sample_mask(ctx->cso);
> -   cso_restore_samplers(ctx->cso, PIPE_SHADER_FRAGMENT);
> -   cso_restore_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT);
> -   cso_restore_viewport(ctx->cso);
> -   cso_restore_framebuffer(ctx->cso);
> -   cso_restore_fragment_shader(ctx->cso);
> -   cso_restore_vertex_shader(ctx->cso);
> -   cso_restore_geometry_shader(ctx->cso);
> -   cso_restore_vertex_elements(ctx->cso);
> -   cso_restore_aux_vertex_buffer_slot(ctx->cso);
> -   cso_restore_stream_outputs(ctx->cso);
> -   cso_restore_render_condition(ctx->cso);
> -
> -   pipe_sampler_view_reference(&sampler_view, NULL);
> -   if (dst_surface != dst)
> -      pipe_surface_reference(&dst_surface, NULL);
> +   memset(&info, 0, sizeof info);
> +   info.dst.resource = dst->texture;
> +   info.dst.level = dst->u.tex.level;
> +   info.dst.box.x = dstX0;
> +   info.dst.box.y = dstY0;
> +   info.dst.box.z = dst->u.tex.first_layer;
> +   info.dst.box.width = dstX1 - dstX0;
> +   info.dst.box.height = dstY1 - dstY0;
> +   assert(info.dst.box.width >= 0);
> +   assert(info.dst.box.height >= 0);
> +   info.dst.box.depth = 1;
> +   info.dst.format = dst->texture->format;
> +   info.src.resource = src_tex;
> +   info.src.level = src_level;
> +   info.src.box.x = srcX0;
> +   info.src.box.y = srcY0;
> +   info.src.box.z = srcZ0;
> +   info.src.box.width = srcX1 - srcX0;
> +   info.src.box.height = srcY1 - srcY0;
> +   info.src.box.depth = 1;
> +   info.src.format = src_tex->format;
> +   info.mask = writemask | (zs_writemask << 4);
> +   info.filter = filter;
> +   info.scissor_enable = 0;
> +
> +   pipe->blit(pipe, &info);
>  }
>
>
> --
> 1.8.1.2
>
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> mesa-dev at lists.freedesktop.org
> http://lists.freedesktop.org/mailman/listinfo/mesa-dev


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