static void st_BlitFramebuffer(struct gl_context *ctx, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) { const GLbitfield depthStencil = (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); struct st_context *st = st_context(ctx); const uint pFilter = ((filter == GL_NEAREST) ? PIPE_TEX_FILTER_NEAREST : PIPE_TEX_FILTER_LINEAR); struct gl_framebuffer *readFB = ctx->ReadBuffer; struct gl_framebuffer *drawFB = ctx->DrawBuffer; struct { GLint srcX0, srcY0, srcX1, srcY1; GLint dstX0, dstY0, dstX1, dstY1; } clip; struct pipe_blit_info blit; st_validate_state(st); clip.srcX0 = srcX0; clip.srcY0 = srcY0; clip.srcX1 = srcX1; clip.srcY1 = srcY1; clip.dstX0 = dstX0; clip.dstY0 = dstY0; clip.dstX1 = dstX1; clip.dstY1 = dstY1; /* NOTE: If the src and dst dimensions don't match, we cannot simply adjust * the integer coordinates to account for clipping (or scissors) because that * would make us cut off fractional parts, affecting the result of the blit. * * XXX: This should depend on mask ! */ if (!_mesa_clip_blit(ctx, &clip.srcX0, &clip.srcY0, &clip.srcX1, &clip.srcY1, &clip.dstX0, &clip.dstY0, &clip.dstX1, &clip.dstY1)) { return; /* nothing to draw/blit */ } blit.scissor_enable = (dstX0 != clip.dstX0) || (dstY0 != clip.dstY0) || (dstX1 != clip.dstX1) || (dstY1 != clip.dstY1); if (st_fb_orientation(drawFB) == Y_0_TOP) { /* invert Y for dest */ dstY0 = drawFB->Height - dstY0; dstY1 = drawFB->Height - dstY1; /* invert Y for clip */ clip.dstY0 = drawFB->Height - clip.dstY0; clip.dstY1 = drawFB->Height - clip.dstY1; } if (blit.scissor_enable) { blit.scissor.minx = MIN2(clip.dstX0, clip.dstX1); blit.scissor.miny = MIN2(clip.dstY0, clip.dstY1); blit.scissor.maxx = MAX2(clip.dstX0, clip.dstX1); blit.scissor.maxy = MAX2(clip.dstY0, clip.dstY1); #if 0 debug_printf("scissor = (%i,%i)-(%i,%i)\n", blit.scissor.minx,blit.scissor.miny, blit.scissor.maxx,blit.scissor.maxy); #endif } if (st_fb_orientation(readFB) == Y_0_TOP) { /* invert Y for src */ srcY0 = readFB->Height - srcY0; srcY1 = readFB->Height - srcY1; } if (srcY0 > srcY1 && dstY0 > dstY1) { /* Both src and dst are upside down. Swap Y to make it * right-side up to increase odds of using a fast path. * Recall that all Gallium raster coords have Y=0=top. */ GLint tmp; tmp = srcY0; srcY0 = srcY1; srcY1 = tmp; tmp = dstY0; dstY0 = dstY1; dstY1 = tmp; } blit.src.box.depth = 1; blit.dst.box.depth = 1; /* Destination dimensions have to be positive: */ if (dstX0 < dstX1) { blit.dst.box.x = dstX0; blit.src.box.x = srcX0; blit.dst.box.width = dstX1 - dstX0; blit.src.box.width = srcX1 - srcX0; } else { blit.dst.box.x = dstX1; blit.src.box.x = srcX1; blit.dst.box.width = dstX0 - dstX1; blit.src.box.width = srcX0 - srcX1; } if (dstY0 < dstY1) { blit.dst.box.y = dstY0; blit.src.box.y = srcY0; blit.dst.box.height = dstY1 - dstY0; blit.src.box.height = srcY1 - srcY0; } else { blit.dst.box.y = dstY1; blit.src.box.y = srcY1; blit.dst.box.height = dstY0 - dstY1; blit.src.box.height = srcY0 - srcY1; } blit.filter = pFilter; if (mask & GL_COLOR_BUFFER_BIT) { struct gl_renderbuffer_attachment *srcAtt = &readFB->Attachment[readFB->_ColorReadBufferIndex]; blit.mask = PIPE_MASK_RGBA; if (srcAtt->Type == GL_TEXTURE) { struct st_texture_object *srcObj = st_texture_object(srcAtt->Texture); GLuint i; if (!srcObj || !srcObj->pt) { return; } for (i = 0; i < drawFB->_NumColorDrawBuffers; i++) { struct st_renderbuffer *dstRb = st_renderbuffer(drawFB->_ColorDrawBuffers[i]); if (dstRb) { struct pipe_surface *dstSurf = dstRb->surface; if (dstSurf) { blit.dst.resource = dstSurf->texture; blit.dst.level = dstSurf->u.tex.level; blit.dst.box.z = dstSurf->u.tex.first_layer; blit.dst.format = util_format_linear(dstSurf->format); blit.src.resource = srcObj->pt; blit.src.level = srcAtt->TextureLevel; blit.src.box.z = srcAtt->Zoffset + srcAtt->CubeMapFace; blit.src.format = util_format_linear(srcObj->pt->format); st->pipe->blit(st->pipe, &blit); } } } } else { struct st_renderbuffer *srcRb = st_renderbuffer(readFB->_ColorReadBuffer); struct pipe_surface *srcSurf; GLuint i; if (!srcRb || !srcRb->surface) { return; } srcSurf = srcRb->surface; for (i = 0; i < drawFB->_NumColorDrawBuffers; i++) { struct st_renderbuffer *dstRb = st_renderbuffer(drawFB->_ColorDrawBuffers[i]); if (dstRb) { struct pipe_surface *dstSurf = dstRb->surface; if (dstSurf) { blit.dst.resource = dstSurf->texture; blit.dst.level = dstSurf->u.tex.level; blit.dst.box.z = dstSurf->u.tex.first_layer; blit.dst.format = util_format_linear(dstSurf->format); blit.src.resource = srcSurf->texture; blit.src.level = srcSurf->u.tex.level; blit.src.box.z = srcSurf->u.tex.first_layer; blit.src.format = util_format_linear(srcSurf->format); st->pipe->blit(st->pipe, &blit); } } } } } if (mask & depthStencil) { /* depth and/or stencil blit */ /* get src/dst depth surfaces */ struct gl_renderbuffer_attachment *srcDepth = &readFB->Attachment[BUFFER_DEPTH]; struct gl_renderbuffer_attachment *dstDepth = &drawFB->Attachment[BUFFER_DEPTH]; struct gl_renderbuffer_attachment *srcStencil = &readFB->Attachment[BUFFER_STENCIL]; struct gl_renderbuffer_attachment *dstStencil = &drawFB->Attachment[BUFFER_STENCIL]; struct st_renderbuffer *srcDepthRb = st_renderbuffer(srcDepth->Renderbuffer); struct st_renderbuffer *dstDepthRb = st_renderbuffer(dstDepth->Renderbuffer); struct pipe_surface *dstDepthSurf = dstDepthRb ? dstDepthRb->surface : NULL; struct st_renderbuffer *srcStencilRb = st_renderbuffer(srcStencil->Renderbuffer); struct st_renderbuffer *dstStencilRb = st_renderbuffer(dstStencil->Renderbuffer); struct pipe_surface *dstStencilSurf = dstStencilRb ? dstStencilRb->surface : NULL; if (st_is_depth_stencil_combined(srcDepth, srcStencil) && st_is_depth_stencil_combined(dstDepth, dstStencil)) { blit.mask = 0; if (mask & GL_DEPTH_BUFFER_BIT) blit.mask |= PIPE_MASK_Z; if (mask & GL_STENCIL_BUFFER_BIT) blit.mask |= PIPE_MASK_S; blit.dst.resource = dstDepthSurf->texture; blit.dst.level = dstDepthSurf->u.tex.level; blit.dst.box.z = dstDepthSurf->u.tex.first_layer; blit.dst.format = dstDepthSurf->format; blit.src.resource = srcDepthRb->texture; blit.src.level = srcDepthRb->surface->u.tex.level; blit.src.box.z = srcDepthRb->surface->u.tex.first_layer; blit.src.format = srcDepthRb->surface->format; st->pipe->blit(st->pipe, &blit); } else { /* blitting depth and stencil separately */ if (mask & GL_DEPTH_BUFFER_BIT) { blit.mask = PIPE_MASK_Z; blit.dst.resource = dstDepthSurf->texture; blit.dst.level = dstDepthSurf->u.tex.level; blit.dst.box.z = dstDepthSurf->u.tex.first_layer; blit.dst.format = dstDepthSurf->format; blit.src.resource = srcDepthRb->texture; blit.src.level = srcDepthRb->surface->u.tex.level; blit.src.box.z = srcDepthRb->surface->u.tex.first_layer; blit.src.format = srcDepthRb->surface->format; st->pipe->blit(st->pipe, &blit); } if (mask & GL_STENCIL_BUFFER_BIT) { blit.mask = PIPE_MASK_S; blit.dst.resource = dstStencilSurf->texture; blit.dst.level = dstStencilSurf->u.tex.level; blit.dst.box.z = dstStencilSurf->u.tex.first_layer; blit.dst.format = dstStencilSurf->format; blit.src.resource = srcStencilRb->texture; blit.src.level = srcStencilRb->surface->u.tex.level; blit.src.box.z = srcStencilRb->surface->u.tex.first_layer; blit.src.format = srcStencilRb->surface->format; st->pipe->blit(st->pipe, &blit); } } } }
static void st_BlitFramebuffer_resolve(struct gl_context *ctx, GLbitfield mask, struct pipe_resolve_info *info) { const GLbitfield depthStencil = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT; struct st_context *st = st_context(ctx); struct st_renderbuffer *srcRb, *dstRb; if (mask & GL_COLOR_BUFFER_BIT) { srcRb = st_renderbuffer(ctx->ReadBuffer->_ColorReadBuffer); dstRb = st_renderbuffer(ctx->DrawBuffer->_ColorDrawBuffers[0]); info->mask = PIPE_MASK_RGBA; info->src.res = srcRb->texture; info->src.layer = srcRb->surface->u.tex.first_layer; info->dst.res = dstRb->texture; info->dst.level = dstRb->surface->u.tex.level; info->dst.layer = dstRb->surface->u.tex.first_layer; st->pipe->resource_resolve(st->pipe, info); } if (mask & depthStencil) { struct gl_renderbuffer_attachment *srcDepth, *srcStencil; struct gl_renderbuffer_attachment *dstDepth, *dstStencil; boolean combined; srcDepth = &ctx->ReadBuffer->Attachment[BUFFER_DEPTH]; dstDepth = &ctx->DrawBuffer->Attachment[BUFFER_DEPTH]; srcStencil = &ctx->ReadBuffer->Attachment[BUFFER_STENCIL]; dstStencil = &ctx->DrawBuffer->Attachment[BUFFER_STENCIL]; combined = st_is_depth_stencil_combined(srcDepth, srcStencil) && st_is_depth_stencil_combined(dstDepth, dstStencil); if ((mask & GL_DEPTH_BUFFER_BIT) || combined) { /* resolve depth and, if combined and requested, stencil as well */ srcRb = st_renderbuffer(srcDepth->Renderbuffer); dstRb = st_renderbuffer(dstDepth->Renderbuffer); info->mask = (mask & GL_DEPTH_BUFFER_BIT) ? PIPE_MASK_Z : 0; if (combined && (mask & GL_STENCIL_BUFFER_BIT)) { mask &= ~GL_STENCIL_BUFFER_BIT; info->mask |= PIPE_MASK_S; } info->src.res = srcRb->texture; info->src.layer = srcRb->surface->u.tex.first_layer; info->dst.res = dstRb->texture; info->dst.level = dstRb->surface->u.tex.level; info->dst.layer = dstRb->surface->u.tex.first_layer; st->pipe->resource_resolve(st->pipe, info); } if (mask & GL_STENCIL_BUFFER_BIT) { /* resolve separate stencil buffer */ srcRb = st_renderbuffer(srcStencil->Renderbuffer); dstRb = st_renderbuffer(dstStencil->Renderbuffer); info->mask = PIPE_MASK_S; info->src.res = srcRb->texture; info->src.layer = srcRb->surface->u.tex.first_layer; info->dst.res = dstRb->texture; info->dst.level = dstRb->surface->u.tex.level; info->dst.layer = dstRb->surface->u.tex.first_layer; st->pipe->resource_resolve(st->pipe, info); } } }
static void st_BlitFramebuffer(GLcontext *ctx, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) { const GLbitfield depthStencil = (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); struct st_context *st = st_context(ctx); const uint pFilter = ((filter == GL_NEAREST) ? PIPE_TEX_MIPFILTER_NEAREST : PIPE_TEX_MIPFILTER_LINEAR); struct gl_framebuffer *readFB = ctx->ReadBuffer; struct gl_framebuffer *drawFB = ctx->DrawBuffer; if (!_mesa_clip_blit(ctx, &srcX0, &srcY0, &srcX1, &srcY1, &dstX0, &dstY0, &dstX1, &dstY1)) { return; /* nothing to draw/blit */ } if (st_fb_orientation(drawFB) == Y_0_TOP) { /* invert Y for dest */ dstY0 = drawFB->Height - dstY0; dstY1 = drawFB->Height - dstY1; } if (st_fb_orientation(readFB) == Y_0_TOP) { /* invert Y for src */ srcY0 = readFB->Height - srcY0; srcY1 = readFB->Height - srcY1; } if (srcY0 > srcY1 && dstY0 > dstY1) { /* Both src and dst are upside down. Swap Y to make it * right-side up to increase odds of using a fast path. * Recall that all Gallium raster coords have Y=0=top. */ GLint tmp; tmp = srcY0; srcY0 = srcY1; srcY1 = tmp; tmp = dstY0; dstY0 = dstY1; dstY1 = tmp; } if (mask & GL_COLOR_BUFFER_BIT) { struct gl_renderbuffer_attachment *srcAtt = &readFB->Attachment[readFB->_ColorReadBufferIndex]; if(srcAtt->Type == GL_TEXTURE) { struct st_texture_object *srcObj = st_texture_object(srcAtt->Texture); struct st_renderbuffer *dstRb = st_renderbuffer(drawFB->_ColorDrawBuffers[0]); struct pipe_subresource srcSub; struct pipe_surface *dstSurf = dstRb->surface; if (!srcObj->pt) return; srcSub.face = srcAtt->CubeMapFace; srcSub.level = srcAtt->TextureLevel; util_blit_pixels(st->blit, srcObj->pt, srcSub, srcX0, srcY0, srcX1, srcY1, srcAtt->Zoffset, dstSurf, dstX0, dstY0, dstX1, dstY1, 0.0, pFilter); } else { struct st_renderbuffer *srcRb = st_renderbuffer(readFB->_ColorReadBuffer); struct st_renderbuffer *dstRb = st_renderbuffer(drawFB->_ColorDrawBuffers[0]); struct pipe_surface *srcSurf = srcRb->surface; struct pipe_surface *dstSurf = dstRb->surface; struct pipe_subresource srcSub; srcSub.face = srcSurf->face; srcSub.level = srcSurf->level; util_blit_pixels(st->blit, srcRb->texture, srcSub, srcX0, srcY0, srcX1, srcY1, srcSurf->zslice, dstSurf, dstX0, dstY0, dstX1, dstY1, 0.0, pFilter); } } if (mask & depthStencil) { /* depth and/or stencil blit */ /* get src/dst depth surfaces */ struct gl_renderbuffer_attachment *srcDepth = &readFB->Attachment[BUFFER_DEPTH]; struct gl_renderbuffer_attachment *dstDepth = &drawFB->Attachment[BUFFER_DEPTH]; struct gl_renderbuffer_attachment *srcStencil = &readFB->Attachment[BUFFER_STENCIL]; struct gl_renderbuffer_attachment *dstStencil = &drawFB->Attachment[BUFFER_STENCIL]; struct st_renderbuffer *srcDepthRb = st_renderbuffer(readFB->Attachment[BUFFER_DEPTH].Renderbuffer); struct st_renderbuffer *dstDepthRb = st_renderbuffer(drawFB->Attachment[BUFFER_DEPTH].Renderbuffer); struct pipe_surface *dstDepthSurf = dstDepthRb ? dstDepthRb->surface : NULL; if ((mask & depthStencil) == depthStencil && st_is_depth_stencil_combined(srcDepth, srcStencil) && st_is_depth_stencil_combined(dstDepth, dstStencil)) { /* Blitting depth and stencil values between combined * depth/stencil buffers. This is the ideal case for such buffers. */ util_blit_pixels(st->blit, srcDepthRb->texture, u_subresource(srcDepthRb->surface->face, srcDepthRb->surface->level), srcX0, srcY0, srcX1, srcY1, srcDepthRb->surface->zslice, dstDepthSurf, dstX0, dstY0, dstX1, dstY1, 0.0, pFilter); } else { /* blitting depth and stencil separately */ if (mask & GL_DEPTH_BUFFER_BIT) { util_blit_pixels(st->blit, srcDepthRb->texture, u_subresource(srcDepthRb->surface->face, srcDepthRb->surface->level), srcX0, srcY0, srcX1, srcY1, srcDepthRb->surface->zslice, dstDepthSurf, dstX0, dstY0, dstX1, dstY1, 0.0, pFilter); } if (mask & GL_STENCIL_BUFFER_BIT) { /* blit stencil only */ _mesa_problem(ctx, "st_BlitFramebuffer(STENCIL) not completed"); } } } }
static void st_BlitFramebuffer(struct gl_context *ctx, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) { const GLbitfield depthStencil = (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); struct st_context *st = st_context(ctx); const uint pFilter = ((filter == GL_NEAREST) ? PIPE_TEX_MIPFILTER_NEAREST : PIPE_TEX_MIPFILTER_LINEAR); struct gl_framebuffer *readFB = ctx->ReadBuffer; struct gl_framebuffer *drawFB = ctx->DrawBuffer; st_validate_state(st); if (!_mesa_clip_blit(ctx, &srcX0, &srcY0, &srcX1, &srcY1, &dstX0, &dstY0, &dstX1, &dstY1)) { return; /* nothing to draw/blit */ } if (st_fb_orientation(drawFB) == Y_0_TOP) { /* invert Y for dest */ dstY0 = drawFB->Height - dstY0; dstY1 = drawFB->Height - dstY1; } if (st_fb_orientation(readFB) == Y_0_TOP) { /* invert Y for src */ srcY0 = readFB->Height - srcY0; srcY1 = readFB->Height - srcY1; } /* Disable conditional rendering. */ if (st->render_condition) { st->pipe->render_condition(st->pipe, NULL, 0); } if (readFB->Visual.sampleBuffers > drawFB->Visual.sampleBuffers && readFB->Visual.samples > 1) { struct pipe_resolve_info info; if (dstX0 < dstX1) { info.dst.x0 = dstX0; info.dst.x1 = dstX1; info.src.x0 = srcX0; info.src.x1 = srcX1; } else { info.dst.x0 = dstX1; info.dst.x1 = dstX0; info.src.x0 = srcX1; info.src.x1 = srcX0; } if (dstY0 < dstY1) { info.dst.y0 = dstY0; info.dst.y1 = dstY1; info.src.y0 = srcY0; info.src.y1 = srcY1; } else { info.dst.y0 = dstY1; info.dst.y1 = dstY0; info.src.y0 = srcY1; info.src.y1 = srcY0; } st_BlitFramebuffer_resolve(ctx, mask, &info); /* filter doesn't apply */ goto done; } if (srcY0 > srcY1 && dstY0 > dstY1) { /* Both src and dst are upside down. Swap Y to make it * right-side up to increase odds of using a fast path. * Recall that all Gallium raster coords have Y=0=top. */ GLint tmp; tmp = srcY0; srcY0 = srcY1; srcY1 = tmp; tmp = dstY0; dstY0 = dstY1; dstY1 = tmp; } if (mask & GL_COLOR_BUFFER_BIT) { struct gl_renderbuffer_attachment *srcAtt = &readFB->Attachment[readFB->_ColorReadBufferIndex]; if(srcAtt->Type == GL_TEXTURE) { struct st_texture_object *srcObj = st_texture_object(srcAtt->Texture); struct st_renderbuffer *dstRb = st_renderbuffer(drawFB->_ColorDrawBuffers[0]); struct pipe_surface *dstSurf = dstRb->surface; if (!srcObj->pt) goto done; util_blit_pixels(st->blit, srcObj->pt, srcAtt->TextureLevel, srcX0, srcY0, srcX1, srcY1, srcAtt->Zoffset + srcAtt->CubeMapFace, dstSurf, dstX0, dstY0, dstX1, dstY1, 0.0, pFilter, TGSI_WRITEMASK_XYZW, 0); } else { struct st_renderbuffer *srcRb = st_renderbuffer(readFB->_ColorReadBuffer); struct st_renderbuffer *dstRb = st_renderbuffer(drawFB->_ColorDrawBuffers[0]); struct pipe_surface *srcSurf = srcRb->surface; struct pipe_surface *dstSurf = dstRb->surface; util_blit_pixels(st->blit, srcRb->texture, srcSurf->u.tex.level, srcX0, srcY0, srcX1, srcY1, srcSurf->u.tex.first_layer, dstSurf, dstX0, dstY0, dstX1, dstY1, 0.0, pFilter, TGSI_WRITEMASK_XYZW, 0); } } if (mask & depthStencil) { /* depth and/or stencil blit */ /* get src/dst depth surfaces */ struct gl_renderbuffer_attachment *srcDepth = &readFB->Attachment[BUFFER_DEPTH]; struct gl_renderbuffer_attachment *dstDepth = &drawFB->Attachment[BUFFER_DEPTH]; struct gl_renderbuffer_attachment *srcStencil = &readFB->Attachment[BUFFER_STENCIL]; struct gl_renderbuffer_attachment *dstStencil = &drawFB->Attachment[BUFFER_STENCIL]; struct st_renderbuffer *srcDepthRb = st_renderbuffer(readFB->Attachment[BUFFER_DEPTH].Renderbuffer); struct st_renderbuffer *dstDepthRb = st_renderbuffer(drawFB->Attachment[BUFFER_DEPTH].Renderbuffer); struct pipe_surface *dstDepthSurf = dstDepthRb ? dstDepthRb->surface : NULL; struct st_renderbuffer *srcStencilRb = st_renderbuffer(readFB->Attachment[BUFFER_STENCIL].Renderbuffer); struct st_renderbuffer *dstStencilRb = st_renderbuffer(drawFB->Attachment[BUFFER_STENCIL].Renderbuffer); struct pipe_surface *dstStencilSurf = dstStencilRb ? dstStencilRb->surface : NULL; if ((mask & depthStencil) == depthStencil && st_is_depth_stencil_combined(srcDepth, srcStencil) && st_is_depth_stencil_combined(dstDepth, dstStencil)) { /* Blitting depth and stencil values between combined * depth/stencil buffers. This is the ideal case for such buffers. */ util_blit_pixels(st->blit, srcDepthRb->texture, srcDepthRb->surface->u.tex.level, srcX0, srcY0, srcX1, srcY1, srcDepthRb->surface->u.tex.first_layer, dstDepthSurf, dstX0, dstY0, dstX1, dstY1, 0.0, pFilter, 0, BLIT_WRITEMASK_Z | (st->has_stencil_export ? BLIT_WRITEMASK_STENCIL : 0)); if (!st->has_stencil_export) { _mesa_problem(ctx, "st_BlitFramebuffer(STENCIL) " "software fallback not implemented"); } } else { /* blitting depth and stencil separately */ if (mask & GL_DEPTH_BUFFER_BIT) { util_blit_pixels(st->blit, srcDepthRb->texture, srcDepthRb->surface->u.tex.level, srcX0, srcY0, srcX1, srcY1, srcDepthRb->surface->u.tex.first_layer, dstDepthSurf, dstX0, dstY0, dstX1, dstY1, 0.0, pFilter, 0, BLIT_WRITEMASK_Z); } if (mask & GL_STENCIL_BUFFER_BIT) { if (st->has_stencil_export) { util_blit_pixels(st->blit, srcStencilRb->texture, srcStencilRb->surface->u.tex.level, srcX0, srcY0, srcX1, srcY1, srcStencilRb->surface->u.tex.first_layer, dstStencilSurf, dstX0, dstY0, dstX1, dstY1, 0.0, pFilter, 0, BLIT_WRITEMASK_STENCIL); } else { _mesa_problem(ctx, "st_BlitFramebuffer(STENCIL) " "software fallback not implemented"); } } } } done: /* Restore conditional rendering state. */ if (st->render_condition) { st->pipe->render_condition(st->pipe, st->render_condition, st->condition_mode); } }