Beispiel #1
0
static void r600_blitter_begin(struct pipe_context *ctx, enum r600_blitter_op op)
{
	struct r600_pipe_context *rctx = (struct r600_pipe_context *)ctx;

	r600_context_queries_suspend(&rctx->ctx);

	util_blitter_save_blend(rctx->blitter, rctx->states[R600_PIPE_STATE_BLEND]);
	util_blitter_save_depth_stencil_alpha(rctx->blitter, rctx->states[R600_PIPE_STATE_DSA]);
	if (rctx->states[R600_PIPE_STATE_STENCIL_REF]) {
		util_blitter_save_stencil_ref(rctx->blitter, &rctx->stencil_ref);
	}
	util_blitter_save_rasterizer(rctx->blitter, rctx->states[R600_PIPE_STATE_RASTERIZER]);
	util_blitter_save_fragment_shader(rctx->blitter, rctx->ps_shader);
	util_blitter_save_vertex_shader(rctx->blitter, rctx->vs_shader);
	util_blitter_save_vertex_elements(rctx->blitter, rctx->vertex_elements);
	if (rctx->states[R600_PIPE_STATE_VIEWPORT]) {
		util_blitter_save_viewport(rctx->blitter, &rctx->viewport);
	}
	util_blitter_save_vertex_buffers(rctx->blitter,
					 rctx->vbuf_mgr->nr_vertex_buffers,
					 rctx->vbuf_mgr->vertex_buffer);
	util_blitter_save_so_targets(rctx->blitter, rctx->ctx.num_so_targets,
				     (struct pipe_stream_output_target**)rctx->ctx.so_targets);

	if (op & R600_SAVE_FRAMEBUFFER)
		util_blitter_save_framebuffer(rctx->blitter, &rctx->framebuffer);

	if (op & R600_SAVE_TEXTURES) {
		util_blitter_save_fragment_sampler_states(
			rctx->blitter, rctx->ps_samplers.n_samplers,
			(void**)rctx->ps_samplers.samplers);

		util_blitter_save_fragment_sampler_views(
			rctx->blitter, rctx->ps_samplers.n_views,
			(struct pipe_sampler_view**)rctx->ps_samplers.views);
	}

	if ((op & R600_DISABLE_RENDER_COND) && rctx->current_render_cond) {
		rctx->saved_render_cond = rctx->current_render_cond;
		rctx->saved_render_cond_mode = rctx->current_render_cond_mode;
		rctx->context.render_condition(&rctx->context, NULL, 0);
	}

}
Beispiel #2
0
static void r600_blitter_begin(struct pipe_context *ctx, enum r600_blitter_op op)
{
	struct r600_context *rctx = (struct r600_context *)ctx;

	r600_context_queries_suspend(rctx);

	util_blitter_save_blend(rctx->blitter, rctx->queued.named.blend);
	util_blitter_save_depth_stencil_alpha(rctx->blitter, rctx->queued.named.dsa);
	util_blitter_save_stencil_ref(rctx->blitter, &rctx->stencil_ref);
	util_blitter_save_rasterizer(rctx->blitter, rctx->queued.named.rasterizer);
	util_blitter_save_fragment_shader(rctx->blitter, rctx->ps_shader);
	util_blitter_save_vertex_shader(rctx->blitter, rctx->vs_shader);
	util_blitter_save_vertex_elements(rctx->blitter, rctx->vertex_elements);
	if (rctx->queued.named.viewport) {
		util_blitter_save_viewport(rctx->blitter, &rctx->queued.named.viewport->viewport);
	}
	util_blitter_save_vertex_buffer_slot(rctx->blitter, rctx->vertex_buffer);
	util_blitter_save_so_targets(rctx->blitter, rctx->b.streamout.num_targets,
				     (struct pipe_stream_output_target**)rctx->b.streamout.targets);

	if (op & R600_SAVE_FRAMEBUFFER)
		util_blitter_save_framebuffer(rctx->blitter, &rctx->framebuffer);

	if (op & R600_SAVE_TEXTURES) {
		util_blitter_save_fragment_sampler_states(
			rctx->blitter, rctx->samplers[PIPE_SHADER_FRAGMENT].n_samplers,
			(void**)rctx->samplers[PIPE_SHADER_FRAGMENT].samplers);

		util_blitter_save_fragment_sampler_views(rctx->blitter,
			util_last_bit(rctx->samplers[PIPE_SHADER_FRAGMENT].views.desc.enabled_mask &
				      ((1 << NUM_TEX_UNITS) - 1)),
			rctx->samplers[PIPE_SHADER_FRAGMENT].views.views);
	}

	if ((op & R600_DISABLE_RENDER_COND) && rctx->current_render_cond) {
		rctx->saved_render_cond = rctx->current_render_cond;
		rctx->saved_render_cond_cond = rctx->current_render_cond_cond;
		rctx->saved_render_cond_mode = rctx->current_render_cond_mode;
		rctx->b.b.render_condition(&rctx->b.b, NULL, FALSE, 0);
	}

}
Beispiel #3
0
static void r600_blitter_begin(struct pipe_context *ctx, enum r600_blitter_op op)
{
	struct r600_context *rctx = (struct r600_context *)ctx;

	r600_context_queries_suspend(rctx);

	util_blitter_save_blend(rctx->blitter, rctx->queued.named.blend);
	util_blitter_save_depth_stencil_alpha(rctx->blitter, rctx->queued.named.dsa);
	util_blitter_save_stencil_ref(rctx->blitter, &rctx->stencil_ref);
	util_blitter_save_rasterizer(rctx->blitter, rctx->queued.named.rasterizer);
	util_blitter_save_fragment_shader(rctx->blitter, rctx->ps_shader);
	util_blitter_save_vertex_shader(rctx->blitter, rctx->vs_shader);
	util_blitter_save_vertex_elements(rctx->blitter, rctx->vertex_elements);
	if (rctx->queued.named.viewport) {
		util_blitter_save_viewport(rctx->blitter, &rctx->queued.named.viewport->viewport);
	}
	util_blitter_save_vertex_buffer_slot(rctx->blitter, rctx->vertex_buffer);
	util_blitter_save_so_targets(rctx->blitter, rctx->num_so_targets,
				     (struct pipe_stream_output_target**)rctx->so_targets);

	if (op & R600_SAVE_FRAMEBUFFER)
		util_blitter_save_framebuffer(rctx->blitter, &rctx->framebuffer);

	if (op & R600_SAVE_TEXTURES) {
		util_blitter_save_fragment_sampler_states(
			rctx->blitter, rctx->ps_samplers.n_samplers,
			(void**)rctx->ps_samplers.samplers);

		util_blitter_save_fragment_sampler_views(
			rctx->blitter, rctx->ps_samplers.n_views,
			(struct pipe_sampler_view**)rctx->ps_samplers.views);
	}

	if ((op & R600_DISABLE_RENDER_COND) && rctx->current_render_cond) {
		rctx->saved_render_cond = rctx->current_render_cond;
		rctx->saved_render_cond_mode = rctx->current_render_cond_mode;
		rctx->context.render_condition(&rctx->context, NULL, 0);
	}

}