[Mesa-dev] [PATCH 3/3] util/u_blit: Implement util_blit_pixels via pipe_context::blit.
Jose Fonseca
jfonseca at vmware.com
Wed Sep 18 03:36:55 PDT 2013
----- Original Message -----
> Isn't u_blit a candidate for removal considering it has no user in Mesa?
u_blit still has users outside mesa. And it provides features that pipe_context::blit does not:
- util_blit_pixels() will call pipe_context::resource_copy for non-stretch blits, which is potentially faster than pipe_context::blit
- util_blit_pixels_tex() allows to specify pipe_sampler_view::swizzle_?
Ie., the ability to do textured quad blits from state tracker is something that will be often handy.
The reasons I need custom pipe_sampler_view::swizzle_? is to simulate DX9 formats (which have ?, 1, 1, 1 swizlle; while gallium/OpenGL/D3D10 formats has ?, 0, 0, 1 swizzle). The only way to use pipe_context::blit would be to
a) extend pipe_context::blit to receive pipe_sampler_view::swizzle_?
b) add ?, 1, 1, 1 variants for all DX9 formats...
Both seemed more work than what was worth.
Jose
> 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
> >
> > _______________________________________________
> > mesa-dev mailing list
> > mesa-dev at lists.freedesktop.org
> > http://lists.freedesktop.org/mailman/listinfo/mesa-dev
>
More information about the mesa-dev
mailing list