static void fd_blitter_pipe_begin(struct fd_context *ctx, bool render_cond) { util_blitter_save_vertex_buffer_slot(ctx->blitter, ctx->vtx.vertexbuf.vb); util_blitter_save_vertex_elements(ctx->blitter, ctx->vtx.vtx); util_blitter_save_vertex_shader(ctx->blitter, ctx->prog.vp); util_blitter_save_so_targets(ctx->blitter, ctx->streamout.num_targets, ctx->streamout.targets); util_blitter_save_rasterizer(ctx->blitter, ctx->rasterizer); util_blitter_save_viewport(ctx->blitter, &ctx->viewport); util_blitter_save_scissor(ctx->blitter, &ctx->scissor); util_blitter_save_fragment_shader(ctx->blitter, ctx->prog.fp); util_blitter_save_blend(ctx->blitter, ctx->blend); util_blitter_save_depth_stencil_alpha(ctx->blitter, ctx->zsa); util_blitter_save_stencil_ref(ctx->blitter, &ctx->stencil_ref); util_blitter_save_sample_mask(ctx->blitter, ctx->sample_mask); util_blitter_save_framebuffer(ctx->blitter, &ctx->framebuffer); util_blitter_save_fragment_sampler_states(ctx->blitter, ctx->fragtex.num_samplers, (void **)ctx->fragtex.samplers); util_blitter_save_fragment_sampler_views(ctx->blitter, ctx->fragtex.num_textures, ctx->fragtex.textures); if (!render_cond) util_blitter_save_render_condition(ctx->blitter, ctx->cond_query, ctx->cond_cond, ctx->cond_mode); fd_hw_query_set_stage(ctx, ctx->ring, FD_STAGE_BLIT); }
static void svga_blit(struct pipe_context *pipe, const struct pipe_blit_info *blit_info) { struct svga_context *svga = svga_context(pipe); struct pipe_blit_info info = *blit_info; if (info.src.resource->nr_samples > 1 && info.dst.resource->nr_samples <= 1 && !util_format_is_depth_or_stencil(info.src.resource->format) && !util_format_is_pure_integer(info.src.resource->format)) { debug_printf("svga: color resolve unimplemented\n"); return; } if (util_try_blit_via_copy_region(pipe, &info)) { return; /* done */ } if (info.mask & PIPE_MASK_S) { debug_printf("svga: cannot blit stencil, skipping\n"); info.mask &= ~PIPE_MASK_S; } if (!util_blitter_is_blit_supported(svga->blitter, &info)) { debug_printf("svga: blit unsupported %s -> %s\n", util_format_short_name(info.src.resource->format), util_format_short_name(info.dst.resource->format)); return; } /* XXX turn off occlusion and streamout queries */ util_blitter_save_vertex_buffers(svga->blitter, svga->curr.num_vertex_buffers, svga->curr.vb); util_blitter_save_vertex_elements(svga->blitter, (void*)svga->curr.velems); util_blitter_save_vertex_shader(svga->blitter, svga->curr.vs); /*util_blitter_save_geometry_shader(svga->blitter, svga->curr.gs);*/ /*util_blitter_save_so_targets(svga->blitter, svga->num_so_targets, (struct pipe_stream_output_target**)svga->so_targets);*/ util_blitter_save_rasterizer(svga->blitter, (void*)svga->curr.rast); util_blitter_save_viewport(svga->blitter, &svga->curr.viewport); util_blitter_save_scissor(svga->blitter, &svga->curr.scissor); util_blitter_save_fragment_shader(svga->blitter, svga->curr.fs); util_blitter_save_blend(svga->blitter, (void*)svga->curr.blend); util_blitter_save_depth_stencil_alpha(svga->blitter, (void*)svga->curr.depth); util_blitter_save_stencil_ref(svga->blitter, &svga->curr.stencil_ref); /*util_blitter_save_sample_mask(svga->blitter, svga->sample_mask);*/ util_blitter_save_framebuffer(svga->blitter, &svga->curr.framebuffer); util_blitter_save_fragment_sampler_states(svga->blitter, svga->curr.num_samplers, (void**)svga->curr.sampler); util_blitter_save_fragment_sampler_views(svga->blitter, svga->curr.num_sampler_views, svga->curr.sampler_views); /*util_blitter_save_render_condition(svga->blitter, svga->render_cond_query, svga->render_cond_mode);*/ util_blitter_blit(svga->blitter, &info); }
static bool render_blit(struct pipe_context *ctx, struct pipe_blit_info *info) { struct vc4_context *vc4 = vc4_context(ctx); if (!util_blitter_is_blit_supported(vc4->blitter, info)) { fprintf(stderr, "blit unsupported %s -> %s", util_format_short_name(info->src.resource->format), util_format_short_name(info->dst.resource->format)); return false; } util_blitter_save_vertex_buffer_slot(vc4->blitter, vc4->vertexbuf.vb); util_blitter_save_vertex_elements(vc4->blitter, vc4->vtx); util_blitter_save_vertex_shader(vc4->blitter, vc4->prog.bind_vs); util_blitter_save_rasterizer(vc4->blitter, vc4->rasterizer); util_blitter_save_viewport(vc4->blitter, &vc4->viewport); util_blitter_save_scissor(vc4->blitter, &vc4->scissor); util_blitter_save_fragment_shader(vc4->blitter, vc4->prog.bind_fs); util_blitter_save_blend(vc4->blitter, vc4->blend); util_blitter_save_depth_stencil_alpha(vc4->blitter, vc4->zsa); util_blitter_save_stencil_ref(vc4->blitter, &vc4->stencil_ref); util_blitter_save_sample_mask(vc4->blitter, vc4->sample_mask); util_blitter_save_framebuffer(vc4->blitter, &vc4->framebuffer); util_blitter_save_fragment_sampler_states(vc4->blitter, vc4->fragtex.num_samplers, (void **)vc4->fragtex.samplers); util_blitter_save_fragment_sampler_views(vc4->blitter, vc4->fragtex.num_textures, vc4->fragtex.textures); util_blitter_blit(vc4->blitter, info); return true; }
static void lp_blit(struct pipe_context *pipe, const struct pipe_blit_info *blit_info) { struct llvmpipe_context *lp = llvmpipe_context(pipe); struct pipe_blit_info info = *blit_info; if (info.src.resource->nr_samples > 1 && info.dst.resource->nr_samples <= 1 && !util_format_is_depth_or_stencil(info.src.resource->format) && !util_format_is_pure_integer(info.src.resource->format)) { debug_printf("llvmpipe: color resolve unimplemented\n"); return; } if (util_try_blit_via_copy_region(pipe, &info)) { return; /* done */ } if (info.mask & PIPE_MASK_S) { debug_printf("llvmpipe: cannot blit stencil, skipping\n"); info.mask &= ~PIPE_MASK_S; } if (!util_blitter_is_blit_supported(lp->blitter, &info)) { debug_printf("llvmpipe: blit unsupported %s -> %s\n", util_format_short_name(info.src.resource->format), util_format_short_name(info.dst.resource->format)); return; } /* XXX turn off occlusion and streamout queries */ util_blitter_save_vertex_buffers(lp->blitter, lp->num_vertex_buffers, lp->vertex_buffer); util_blitter_save_vertex_elements(lp->blitter, (void*)lp->velems); util_blitter_save_vertex_shader(lp->blitter, (void*)lp->vs); util_blitter_save_geometry_shader(lp->blitter, (void*)lp->gs); /*util_blitter_save_so_targets(lp->blitter, lp->num_so_targets, (struct pipe_stream_output_target**)lp->so_targets);*/ util_blitter_save_rasterizer(lp->blitter, (void*)lp->rasterizer); util_blitter_save_viewport(lp->blitter, &lp->viewport); util_blitter_save_scissor(lp->blitter, &lp->scissor); util_blitter_save_fragment_shader(lp->blitter, lp->fs); util_blitter_save_blend(lp->blitter, (void*)lp->blend); util_blitter_save_depth_stencil_alpha(lp->blitter, (void*)lp->depth_stencil); util_blitter_save_stencil_ref(lp->blitter, &lp->stencil_ref); /*util_blitter_save_sample_mask(sp->blitter, lp->sample_mask);*/ util_blitter_save_framebuffer(lp->blitter, &lp->framebuffer); util_blitter_save_fragment_sampler_states(lp->blitter, lp->num_samplers[PIPE_SHADER_FRAGMENT], (void**)lp->samplers[PIPE_SHADER_FRAGMENT]); util_blitter_save_fragment_sampler_views(lp->blitter, lp->num_sampler_views[PIPE_SHADER_FRAGMENT], lp->sampler_views[PIPE_SHADER_FRAGMENT]); util_blitter_save_render_condition(lp->blitter, lp->render_cond_query, lp->render_cond_mode); util_blitter_blit(lp->blitter, &info); }
void nv30_blit(struct pipe_context *pipe, const struct pipe_blit_info *blit_info) { struct nv30_context *nv30 = nv30_context(pipe); struct pipe_blit_info info = *blit_info; if (info.src.resource->nr_samples > 1 && info.dst.resource->nr_samples <= 1 && !util_format_is_depth_or_stencil(info.src.resource->format) && !util_format_is_pure_integer(info.src.resource->format)) { debug_printf("nv30: color resolve unimplemented\n"); return; } if (util_try_blit_via_copy_region(pipe, &info)) { return; /* done */ } if (info.mask & PIPE_MASK_S) { debug_printf("nv30: cannot blit stencil, skipping\n"); info.mask &= ~PIPE_MASK_S; } if (!util_blitter_is_blit_supported(nv30->blitter, &info)) { debug_printf("nv30: blit unsupported %s -> %s\n", util_format_short_name(info.src.resource->format), util_format_short_name(info.dst.resource->format)); return; } /* XXX turn off occlusion queries */ util_blitter_save_vertex_buffer_slot(nv30->blitter, nv30->vtxbuf); util_blitter_save_vertex_elements(nv30->blitter, nv30->vertex); util_blitter_save_vertex_shader(nv30->blitter, nv30->vertprog.program); util_blitter_save_rasterizer(nv30->blitter, nv30->rast); util_blitter_save_viewport(nv30->blitter, &nv30->viewport); util_blitter_save_scissor(nv30->blitter, &nv30->scissor); util_blitter_save_fragment_shader(nv30->blitter, nv30->fragprog.program); util_blitter_save_blend(nv30->blitter, nv30->blend); util_blitter_save_depth_stencil_alpha(nv30->blitter, nv30->zsa); util_blitter_save_stencil_ref(nv30->blitter, &nv30->stencil_ref); util_blitter_save_sample_mask(nv30->blitter, nv30->sample_mask); util_blitter_save_framebuffer(nv30->blitter, &nv30->framebuffer); util_blitter_save_fragment_sampler_states(nv30->blitter, nv30->fragprog.num_samplers, (void**)nv30->fragprog.samplers); util_blitter_save_fragment_sampler_views(nv30->blitter, nv30->fragprog.num_textures, nv30->fragprog.textures); util_blitter_save_render_condition(nv30->blitter, nv30->render_cond_query, nv30->render_cond_mode); util_blitter_blit(nv30->blitter, &info); }
static void sp_blit(struct pipe_context *pipe, const struct pipe_blit_info *info) { struct softpipe_context *sp = softpipe_context(pipe); if (info->render_condition_enable && !softpipe_check_render_cond(sp)) return; if (info->src.resource->nr_samples > 1 && info->dst.resource->nr_samples <= 1 && !util_format_is_depth_or_stencil(info->src.resource->format) && !util_format_is_pure_integer(info->src.resource->format)) { debug_printf("softpipe: color resolve unimplemented\n"); return; } if (util_try_blit_via_copy_region(pipe, info)) { return; /* done */ } if (!util_blitter_is_blit_supported(sp->blitter, info)) { debug_printf("softpipe: blit unsupported %s -> %s\n", util_format_short_name(info->src.resource->format), util_format_short_name(info->dst.resource->format)); return; } /* XXX turn off occlusion and streamout queries */ util_blitter_save_vertex_buffer_slot(sp->blitter, sp->vertex_buffer); util_blitter_save_vertex_elements(sp->blitter, sp->velems); util_blitter_save_vertex_shader(sp->blitter, sp->vs); util_blitter_save_geometry_shader(sp->blitter, sp->gs); util_blitter_save_so_targets(sp->blitter, sp->num_so_targets, (struct pipe_stream_output_target**)sp->so_targets); util_blitter_save_rasterizer(sp->blitter, sp->rasterizer); util_blitter_save_viewport(sp->blitter, &sp->viewports[0]); util_blitter_save_scissor(sp->blitter, &sp->scissors[0]); util_blitter_save_fragment_shader(sp->blitter, sp->fs); util_blitter_save_blend(sp->blitter, sp->blend); util_blitter_save_depth_stencil_alpha(sp->blitter, sp->depth_stencil); util_blitter_save_stencil_ref(sp->blitter, &sp->stencil_ref); /*util_blitter_save_sample_mask(sp->blitter, sp->sample_mask);*/ util_blitter_save_framebuffer(sp->blitter, &sp->framebuffer); util_blitter_save_fragment_sampler_states(sp->blitter, sp->num_samplers[PIPE_SHADER_FRAGMENT], (void**)sp->samplers[PIPE_SHADER_FRAGMENT]); util_blitter_save_fragment_sampler_views(sp->blitter, sp->num_sampler_views[PIPE_SHADER_FRAGMENT], sp->sampler_views[PIPE_SHADER_FRAGMENT]); util_blitter_save_render_condition(sp->blitter, sp->render_cond_query, sp->render_cond_cond, sp->render_cond_mode); util_blitter_blit(sp->blitter, info); }
/* Optimal hardware path for blitting pixels. * Scaling, format conversion, up- and downsampling (resolve) are allowed. */ static void fd_blit(struct pipe_context *pctx, const struct pipe_blit_info *blit_info) { struct fd_context *ctx = fd_context(pctx); struct pipe_blit_info info = *blit_info; if (info.src.resource->nr_samples > 1 && info.dst.resource->nr_samples <= 1 && !util_format_is_depth_or_stencil(info.src.resource->format) && !util_format_is_pure_integer(info.src.resource->format)) { DBG("color resolve unimplemented"); return; } if (util_try_blit_via_copy_region(pctx, &info)) { return; /* done */ } if (info.mask & PIPE_MASK_S) { DBG("cannot blit stencil, skipping"); info.mask &= ~PIPE_MASK_S; } if (!util_blitter_is_blit_supported(ctx->blitter, &info)) { DBG("blit unsupported %s -> %s", util_format_short_name(info.src.resource->format), util_format_short_name(info.dst.resource->format)); return; } util_blitter_save_vertex_buffer_slot(ctx->blitter, ctx->vertexbuf.vb); util_blitter_save_vertex_elements(ctx->blitter, ctx->vtx); util_blitter_save_vertex_shader(ctx->blitter, ctx->prog.vp); util_blitter_save_rasterizer(ctx->blitter, ctx->rasterizer); util_blitter_save_viewport(ctx->blitter, &ctx->viewport); util_blitter_save_scissor(ctx->blitter, &ctx->scissor); util_blitter_save_fragment_shader(ctx->blitter, ctx->prog.fp); util_blitter_save_blend(ctx->blitter, ctx->blend); util_blitter_save_depth_stencil_alpha(ctx->blitter, ctx->zsa); util_blitter_save_stencil_ref(ctx->blitter, &ctx->stencil_ref); util_blitter_save_sample_mask(ctx->blitter, ctx->sample_mask); util_blitter_save_framebuffer(ctx->blitter, &ctx->framebuffer.base); util_blitter_save_fragment_sampler_states(ctx->blitter, ctx->fragtex.num_samplers, (void **)ctx->fragtex.samplers); util_blitter_save_fragment_sampler_views(ctx->blitter, ctx->fragtex.num_textures, ctx->fragtex.textures); util_blitter_blit(ctx->blitter, &info); }
static void si_blitter_begin(struct pipe_context *ctx, enum si_blitter_op op) { struct si_context *sctx = (struct si_context *)ctx; r600_suspend_nontimer_queries(&sctx->b); util_blitter_save_blend(sctx->blitter, sctx->queued.named.blend); util_blitter_save_depth_stencil_alpha(sctx->blitter, sctx->queued.named.dsa); util_blitter_save_stencil_ref(sctx->blitter, &sctx->stencil_ref); util_blitter_save_rasterizer(sctx->blitter, sctx->queued.named.rasterizer); util_blitter_save_fragment_shader(sctx->blitter, sctx->ps_shader); util_blitter_save_geometry_shader(sctx->blitter, sctx->gs_shader); util_blitter_save_tessctrl_shader(sctx->blitter, sctx->tcs_shader); util_blitter_save_tesseval_shader(sctx->blitter, sctx->tes_shader); util_blitter_save_vertex_shader(sctx->blitter, sctx->vs_shader); util_blitter_save_vertex_elements(sctx->blitter, sctx->vertex_elements); if (sctx->queued.named.sample_mask) { util_blitter_save_sample_mask(sctx->blitter, sctx->queued.named.sample_mask->sample_mask); } if (sctx->queued.named.viewport[0]) { util_blitter_save_viewport(sctx->blitter, &sctx->queued.named.viewport[0]->viewport); } if (sctx->queued.named.scissor[0]) { util_blitter_save_scissor(sctx->blitter, &sctx->queued.named.scissor[0]->scissor); } util_blitter_save_vertex_buffer_slot(sctx->blitter, sctx->vertex_buffer); util_blitter_save_so_targets(sctx->blitter, sctx->b.streamout.num_targets, (struct pipe_stream_output_target**)sctx->b.streamout.targets); if (op & SI_SAVE_FRAMEBUFFER) util_blitter_save_framebuffer(sctx->blitter, &sctx->framebuffer.state); if (op & SI_SAVE_TEXTURES) { util_blitter_save_fragment_sampler_states( sctx->blitter, 2, sctx->samplers[PIPE_SHADER_FRAGMENT].states.saved_states); util_blitter_save_fragment_sampler_views(sctx->blitter, 2, sctx->samplers[PIPE_SHADER_FRAGMENT].views.views); } if ((op & SI_DISABLE_RENDER_COND) && sctx->b.current_render_cond) { util_blitter_save_render_condition(sctx->blitter, sctx->b.current_render_cond, sctx->b.current_render_cond_cond, sctx->b.current_render_cond_mode); } }
static void r600_blitter_begin(struct pipe_context *ctx, enum r600_blitter_op op) { struct r600_context *rctx = (struct r600_context *)ctx; r600_suspend_nontimer_queries(rctx); util_blitter_save_vertex_buffers(rctx->blitter, util_last_bit(rctx->vertex_buffer_state.enabled_mask), rctx->vertex_buffer_state.vb); util_blitter_save_vertex_elements(rctx->blitter, rctx->vertex_elements); util_blitter_save_vertex_shader(rctx->blitter, rctx->vs_shader); util_blitter_save_so_targets(rctx->blitter, rctx->num_so_targets, (struct pipe_stream_output_target**)rctx->so_targets); util_blitter_save_rasterizer(rctx->blitter, rctx->states[R600_PIPE_STATE_RASTERIZER]); if (op & R600_SAVE_FRAGMENT_STATE) { if (rctx->states[R600_PIPE_STATE_VIEWPORT]) { util_blitter_save_viewport(rctx->blitter, &rctx->viewport); } util_blitter_save_fragment_shader(rctx->blitter, rctx->ps_shader); 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_sample_mask(rctx->blitter, rctx->sample_mask.sample_mask); } 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, util_last_bit(rctx->ps_samplers.views.enabled_mask), (struct pipe_sampler_view**)rctx->ps_samplers.views.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); } }
static void r300_blitter_begin(struct r300_context* r300, enum r300_blitter_op op) { if ((op & R300_STOP_QUERY) && r300->query_current) { r300->blitter_saved_query = r300->query_current; r300_stop_query(r300); } /* Yeah we have to save all those states to ensure the blitter operation * is really transparent. The states will be restored by the blitter once * copying is done. */ util_blitter_save_blend(r300->blitter, r300->blend_state.state); util_blitter_save_depth_stencil_alpha(r300->blitter, r300->dsa_state.state); util_blitter_save_stencil_ref(r300->blitter, &(r300->stencil_ref)); util_blitter_save_rasterizer(r300->blitter, r300->rs_state.state); util_blitter_save_fragment_shader(r300->blitter, r300->fs.state); util_blitter_save_vertex_shader(r300->blitter, r300->vs_state.state); util_blitter_save_viewport(r300->blitter, &r300->viewport); util_blitter_save_clip(r300->blitter, (struct pipe_clip_state*)r300->clip_state.state); util_blitter_save_vertex_elements(r300->blitter, r300->velems); util_blitter_save_vertex_buffers(r300->blitter, r300->vbuf_mgr->nr_vertex_buffers, r300->vbuf_mgr->vertex_buffer); if (op & R300_SAVE_FRAMEBUFFER) { util_blitter_save_framebuffer(r300->blitter, r300->fb_state.state); } if (op & R300_SAVE_TEXTURES) { struct r300_textures_state* state = (struct r300_textures_state*)r300->textures_state.state; util_blitter_save_fragment_sampler_states( r300->blitter, state->sampler_state_count, (void**)state->sampler_states); util_blitter_save_fragment_sampler_views( r300->blitter, state->sampler_view_count, (struct pipe_sampler_view**)state->sampler_views); } if (op & R300_IGNORE_RENDER_COND) { /* Save the flag. */ r300->blitter_saved_skip_rendering = r300->skip_rendering+1; r300->skip_rendering = FALSE; } else { r300->blitter_saved_skip_rendering = 0; } }
static void r600_blitter_begin(struct pipe_context *ctx, enum r600_blitter_op op) { struct r600_context *rctx = (struct r600_context *)ctx; r600_suspend_nontimer_queries(&rctx->b); util_blitter_save_vertex_buffer_slot(rctx->blitter, rctx->vertex_buffer_state.vb); util_blitter_save_vertex_elements(rctx->blitter, rctx->vertex_fetch_shader.cso); util_blitter_save_vertex_shader(rctx->blitter, rctx->vs_shader); util_blitter_save_geometry_shader(rctx->blitter, rctx->gs_shader); util_blitter_save_so_targets(rctx->blitter, rctx->b.streamout.num_targets, (struct pipe_stream_output_target**)rctx->b.streamout.targets); util_blitter_save_rasterizer(rctx->blitter, rctx->rasterizer_state.cso); if (op & R600_SAVE_FRAGMENT_STATE) { util_blitter_save_viewport(rctx->blitter, &rctx->viewport[0].state); util_blitter_save_scissor(rctx->blitter, &rctx->scissor[0].scissor); util_blitter_save_fragment_shader(rctx->blitter, rctx->ps_shader); util_blitter_save_blend(rctx->blitter, rctx->blend_state.cso); util_blitter_save_depth_stencil_alpha(rctx->blitter, rctx->dsa_state.cso); util_blitter_save_stencil_ref(rctx->blitter, &rctx->stencil_ref.pipe_state); util_blitter_save_sample_mask(rctx->blitter, rctx->sample_mask.sample_mask); } if (op & R600_SAVE_FRAMEBUFFER) util_blitter_save_framebuffer(rctx->blitter, &rctx->framebuffer.state); if (op & R600_SAVE_TEXTURES) { util_blitter_save_fragment_sampler_states( rctx->blitter, util_last_bit(rctx->samplers[PIPE_SHADER_FRAGMENT].states.enabled_mask), (void**)rctx->samplers[PIPE_SHADER_FRAGMENT].states.states); util_blitter_save_fragment_sampler_views( rctx->blitter, util_last_bit(rctx->samplers[PIPE_SHADER_FRAGMENT].views.enabled_mask), (struct pipe_sampler_view**)rctx->samplers[PIPE_SHADER_FRAGMENT].views.views); } if ((op & R600_DISABLE_RENDER_COND) && rctx->b.current_render_cond) { util_blitter_save_render_condition(rctx->blitter, rctx->b.current_render_cond, rctx->b.current_render_cond_cond, rctx->b.current_render_cond_mode); } }
/** * Saving blitter states before doing any blitter operation */ static void begin_blit(struct svga_context *svga) { util_blitter_save_vertex_buffer_slot(svga->blitter, svga->curr.vb); util_blitter_save_vertex_elements(svga->blitter, (void*)svga->curr.velems); util_blitter_save_vertex_shader(svga->blitter, svga->curr.vs); util_blitter_save_geometry_shader(svga->blitter, svga->curr.gs); util_blitter_save_so_targets(svga->blitter, svga->num_so_targets, (struct pipe_stream_output_target**)svga->so_targets); util_blitter_save_rasterizer(svga->blitter, (void*)svga->curr.rast); util_blitter_save_viewport(svga->blitter, &svga->curr.viewport); util_blitter_save_scissor(svga->blitter, &svga->curr.scissor); util_blitter_save_fragment_shader(svga->blitter, svga->curr.fs); util_blitter_save_blend(svga->blitter, (void*)svga->curr.blend); util_blitter_save_depth_stencil_alpha(svga->blitter, (void*)svga->curr.depth); util_blitter_save_stencil_ref(svga->blitter, &svga->curr.stencil_ref); util_blitter_save_sample_mask(svga->blitter, svga->curr.sample_mask); }
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_buffers(rctx->blitter, rctx->nr_vertex_buffers, 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); } }
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); } }
/* Save current state for blitter operation */ static void etna_blit_save_state(struct etna_context *ctx) { util_blitter_save_vertex_buffer_slot(ctx->blitter, ctx->vertex_buffer.vb); util_blitter_save_vertex_elements(ctx->blitter, ctx->vertex_elements); util_blitter_save_vertex_shader(ctx->blitter, ctx->shader.bind_vs); util_blitter_save_rasterizer(ctx->blitter, ctx->rasterizer); util_blitter_save_viewport(ctx->blitter, &ctx->viewport_s); util_blitter_save_scissor(ctx->blitter, &ctx->scissor_s); util_blitter_save_fragment_shader(ctx->blitter, ctx->shader.bind_fs); util_blitter_save_blend(ctx->blitter, ctx->blend); util_blitter_save_depth_stencil_alpha(ctx->blitter, ctx->zsa); util_blitter_save_stencil_ref(ctx->blitter, &ctx->stencil_ref_s); util_blitter_save_sample_mask(ctx->blitter, ctx->sample_mask); util_blitter_save_framebuffer(ctx->blitter, &ctx->framebuffer_s); util_blitter_save_fragment_sampler_states(ctx->blitter, ctx->num_fragment_samplers, (void **)ctx->sampler); util_blitter_save_fragment_sampler_views(ctx->blitter, ctx->num_fragment_sampler_views, ctx->sampler_view); }
/* Save current state for blitter operation */ static void etna_pipe_blit_save_state(struct pipe_context *pipe) { struct etna_pipe_context *priv = etna_pipe_context(pipe); util_blitter_save_vertex_buffer_slot(priv->blitter, &priv->vertex_buffer_s[0]); util_blitter_save_vertex_elements(priv->blitter, priv->vertex_elements_p); util_blitter_save_vertex_shader(priv->blitter, priv->vs); util_blitter_save_rasterizer(priv->blitter, priv->rasterizer_p); util_blitter_save_viewport(priv->blitter, &priv->viewport_s); util_blitter_save_scissor(priv->blitter, &priv->scissor_s); util_blitter_save_fragment_shader(priv->blitter, priv->fs); util_blitter_save_blend(priv->blitter, priv->blend_p); util_blitter_save_depth_stencil_alpha(priv->blitter, priv->depth_stencil_alpha_p); util_blitter_save_stencil_ref(priv->blitter, &priv->stencil_ref_s); util_blitter_save_sample_mask(priv->blitter, priv->sample_mask_s); util_blitter_save_framebuffer(priv->blitter, &priv->framebuffer_s); util_blitter_save_fragment_sampler_states(priv->blitter, priv->num_fragment_samplers, (void **)priv->sampler); util_blitter_save_fragment_sampler_views(priv->blitter, priv->num_fragment_sampler_views, priv->sampler_view_s); }
void vc4_blitter_save(struct vc4_context *vc4) { util_blitter_save_vertex_buffer_slot(vc4->blitter, vc4->vertexbuf.vb); util_blitter_save_vertex_elements(vc4->blitter, vc4->vtx); util_blitter_save_vertex_shader(vc4->blitter, vc4->prog.bind_vs); util_blitter_save_rasterizer(vc4->blitter, vc4->rasterizer); util_blitter_save_viewport(vc4->blitter, &vc4->viewport); util_blitter_save_scissor(vc4->blitter, &vc4->scissor); util_blitter_save_fragment_shader(vc4->blitter, vc4->prog.bind_fs); util_blitter_save_blend(vc4->blitter, vc4->blend); util_blitter_save_depth_stencil_alpha(vc4->blitter, vc4->zsa); util_blitter_save_stencil_ref(vc4->blitter, &vc4->stencil_ref); util_blitter_save_sample_mask(vc4->blitter, vc4->sample_mask); util_blitter_save_framebuffer(vc4->blitter, &vc4->framebuffer); util_blitter_save_fragment_sampler_states(vc4->blitter, vc4->fragtex.num_samplers, (void **)vc4->fragtex.samplers); util_blitter_save_fragment_sampler_views(vc4->blitter, vc4->fragtex.num_textures, vc4->fragtex.textures); }
static void i915_surface_copy_render(struct pipe_context *pipe, struct pipe_resource *dst, unsigned dst_level, unsigned dstx, unsigned dsty, unsigned dstz, struct pipe_resource *src, unsigned src_level, const struct pipe_box *src_box) { struct i915_context *i915 = i915_context(pipe); /* Fallback for buffers. */ if (dst->target == PIPE_BUFFER && src->target == PIPE_BUFFER) { util_resource_copy_region(pipe, dst, dst_level, dstx, dsty, dstz, src, src_level, src_box); return; } util_blitter_save_blend(i915->blitter, (void *)i915->blend); util_blitter_save_depth_stencil_alpha(i915->blitter, (void *)i915->depth_stencil); util_blitter_save_stencil_ref(i915->blitter, &i915->stencil_ref); util_blitter_save_rasterizer(i915->blitter, (void *)i915->rasterizer); util_blitter_save_fragment_shader(i915->blitter, i915->saved_fs); util_blitter_save_vertex_shader(i915->blitter, i915->saved_vs); util_blitter_save_viewport(i915->blitter, &i915->viewport); util_blitter_save_clip(i915->blitter, &i915->saved_clip); util_blitter_save_vertex_elements(i915->blitter, i915->saved_velems); util_blitter_save_vertex_buffers(i915->blitter, i915->saved_nr_vertex_buffers, i915->saved_vertex_buffers); util_blitter_save_framebuffer(i915->blitter, &i915->framebuffer); util_blitter_save_fragment_sampler_states(i915->blitter, i915->saved_nr_samplers, i915->saved_samplers); util_blitter_save_fragment_sampler_views(i915->blitter, i915->saved_nr_sampler_views, i915->saved_sampler_views); util_blitter_copy_texture(i915->blitter, dst, dst_level, dstx, dsty, dstz, src, src_level, src_box, TRUE); }
static void si_blitter_begin(struct pipe_context *ctx, enum si_blitter_op op) { struct si_context *sctx = (struct si_context *)ctx; util_blitter_save_vertex_buffer_slot(sctx->blitter, sctx->vertex_buffer); util_blitter_save_vertex_elements(sctx->blitter, sctx->vertex_elements); util_blitter_save_vertex_shader(sctx->blitter, sctx->vs_shader.cso); util_blitter_save_tessctrl_shader(sctx->blitter, sctx->tcs_shader.cso); util_blitter_save_tesseval_shader(sctx->blitter, sctx->tes_shader.cso); util_blitter_save_geometry_shader(sctx->blitter, sctx->gs_shader.cso); util_blitter_save_so_targets(sctx->blitter, sctx->b.streamout.num_targets, (struct pipe_stream_output_target**)sctx->b.streamout.targets); util_blitter_save_rasterizer(sctx->blitter, sctx->queued.named.rasterizer); if (op & SI_SAVE_FRAGMENT_STATE) { util_blitter_save_blend(sctx->blitter, sctx->queued.named.blend); util_blitter_save_depth_stencil_alpha(sctx->blitter, sctx->queued.named.dsa); util_blitter_save_stencil_ref(sctx->blitter, &sctx->stencil_ref.state); util_blitter_save_fragment_shader(sctx->blitter, sctx->ps_shader.cso); util_blitter_save_sample_mask(sctx->blitter, sctx->sample_mask.sample_mask); util_blitter_save_viewport(sctx->blitter, &sctx->b.viewports.states[0]); util_blitter_save_scissor(sctx->blitter, &sctx->b.scissors.states[0]); } if (op & SI_SAVE_FRAMEBUFFER) util_blitter_save_framebuffer(sctx->blitter, &sctx->framebuffer.state); if (op & SI_SAVE_TEXTURES) { util_blitter_save_fragment_sampler_states( sctx->blitter, 2, sctx->samplers[PIPE_SHADER_FRAGMENT].views.sampler_states); util_blitter_save_fragment_sampler_views(sctx->blitter, 2, sctx->samplers[PIPE_SHADER_FRAGMENT].views.views); } if (op & SI_DISABLE_RENDER_COND) sctx->b.render_cond_force_off = true; }
static void r300_blitter_begin(struct r300_context* r300, enum r300_blitter_op op) { if (r300->query_current) { r300->blitter_saved_query = r300->query_current; r300_stop_query(r300); } /* Yeah we have to save all those states to ensure the blitter operation * is really transparent. The states will be restored by the blitter once * copying is done. */ util_blitter_save_blend(r300->blitter, r300->blend_state.state); util_blitter_save_depth_stencil_alpha(r300->blitter, r300->dsa_state.state); util_blitter_save_stencil_ref(r300->blitter, &(r300->stencil_ref)); util_blitter_save_rasterizer(r300->blitter, r300->rs_state.state); util_blitter_save_fragment_shader(r300->blitter, r300->fs.state); util_blitter_save_vertex_shader(r300->blitter, r300->vs_state.state); util_blitter_save_viewport(r300->blitter, &r300->viewport); util_blitter_save_clip(r300->blitter, (struct pipe_clip_state*)r300->clip_state.state); util_blitter_save_vertex_elements(r300->blitter, r300->velems); util_blitter_save_vertex_buffers(r300->blitter, r300->vertex_buffer_count, r300->vertex_buffer); if (op & (R300_CLEAR_SURFACE | R300_COPY)) util_blitter_save_framebuffer(r300->blitter, r300->fb_state.state); if (op & R300_COPY) { struct r300_textures_state* state = (struct r300_textures_state*)r300->textures_state.state; util_blitter_save_fragment_sampler_states( r300->blitter, state->sampler_state_count, (void**)state->sampler_states); util_blitter_save_fragment_sampler_views( r300->blitter, state->sampler_view_count, (struct pipe_sampler_view**)state->sampler_views); } }
static void i915_util_blitter_save_states(struct i915_context *i915) { util_blitter_save_blend(i915->blitter, (void *)i915->blend); util_blitter_save_depth_stencil_alpha(i915->blitter, (void *)i915->depth_stencil); util_blitter_save_stencil_ref(i915->blitter, &i915->stencil_ref); util_blitter_save_rasterizer(i915->blitter, (void *)i915->rasterizer); util_blitter_save_fragment_shader(i915->blitter, i915->fs); util_blitter_save_vertex_shader(i915->blitter, i915->vs); util_blitter_save_viewport(i915->blitter, &i915->viewport); util_blitter_save_scissor(i915->blitter, &i915->scissor); util_blitter_save_vertex_elements(i915->blitter, i915->velems); util_blitter_save_vertex_buffer_slot(i915->blitter, i915->vertex_buffers); util_blitter_save_framebuffer(i915->blitter, &i915->framebuffer); util_blitter_save_fragment_sampler_states(i915->blitter, i915->num_samplers, (void**)i915->fragment_sampler); util_blitter_save_fragment_sampler_views(i915->blitter, i915->num_fragment_sampler_views, i915->fragment_sampler_views); }
static void ilo_blitter_pipe_begin(struct ilo_blitter *blitter, enum ilo_blitter_pipe_op op, bool scissor_enable) { struct blitter_context *b = blitter->pipe_blitter; struct ilo_state_vector *vec = &blitter->ilo->state_vector; /* vertex states */ util_blitter_save_vertex_buffer_slot(b, vec->vb.states); util_blitter_save_vertex_elements(b, (void *) vec->ve); util_blitter_save_vertex_shader(b, vec->vs); util_blitter_save_geometry_shader(b, vec->gs); util_blitter_save_so_targets(b, vec->so.count, vec->so.states); util_blitter_save_rasterizer(b, (void *) vec->rasterizer); /* fragment states */ util_blitter_save_fragment_shader(b, vec->fs); util_blitter_save_depth_stencil_alpha(b, (void *) vec->dsa); util_blitter_save_blend(b, (void *) vec->blend); util_blitter_save_sample_mask(b, vec->sample_mask); util_blitter_save_stencil_ref(b, &vec->stencil_ref); util_blitter_save_viewport(b, &vec->viewport.viewport0); if (scissor_enable) util_blitter_save_scissor(b, &vec->scissor.scissor0); switch (op) { case ILO_BLITTER_PIPE_BLIT: case ILO_BLITTER_PIPE_COPY: /* * We are about to call util_blitter_blit() or * util_blitter_copy_texture(). Note that util_blitter uses at most two * textures. */ util_blitter_save_fragment_sampler_states(b, 2, (void **) vec->sampler[PIPE_SHADER_FRAGMENT].cso); util_blitter_save_fragment_sampler_views(b, vec->view[PIPE_SHADER_FRAGMENT].count, vec->view[PIPE_SHADER_FRAGMENT].states); util_blitter_save_framebuffer(b, &vec->fb.state); /* resource_copy_region() or blit() does not honor render condition */ util_blitter_save_render_condition(b, blitter->ilo->render_condition.query, blitter->ilo->render_condition.condition, blitter->ilo->render_condition.mode); break; case ILO_BLITTER_PIPE_CLEAR: /* * we are about to call util_blitter_clear_render_target() or * util_blitter_clear_depth_stencil() */ util_blitter_save_framebuffer(b, &vec->fb.state); break; case ILO_BLITTER_PIPE_CLEAR_FB: /* we are about to call util_blitter_clear() */ break; default: break; } }
/** * Try issuing a quad blit. */ static bool try_blit(struct svga_context *svga, const struct pipe_blit_info *blit_info) { struct svga_winsys_screen *sws = svga_screen(svga->pipe.screen)->sws; struct pipe_resource *src = blit_info->src.resource; struct pipe_resource *dst = blit_info->dst.resource; struct pipe_resource *newSrc = NULL; struct pipe_resource *newDst = NULL; bool can_create_src_view; bool can_create_dst_view; bool ret = true; struct pipe_blit_info blit = *blit_info; SVGA_STATS_TIME_PUSH(sws, SVGA_STATS_TIME_BLITBLITTER); /** * Avoid using util_blitter_blit() for these depth formats on non-vgpu10 * devices because these depth formats only support comparison mode * and not ordinary sampling. */ if (!svga_have_vgpu10(svga) && (blit.mask & PIPE_MASK_Z) && (svga_texture(dst)->key.format == SVGA3D_Z_D16 || svga_texture(dst)->key.format == SVGA3D_Z_D24X8 || svga_texture(dst)->key.format == SVGA3D_Z_D24S8)) { ret = false; goto done; } /** * If format is srgb and blend is enabled then color values need * to be converted into linear format. */ if (is_blending_enabled(svga, &blit)) { blit.src.format = util_format_linear(blit.src.format); blit.dst.format = util_format_linear(blit.dst.format); } /* Check if we can create shader resource view and * render target view for the quad blitter to work */ can_create_src_view = is_view_format_compatible(src->format, svga_texture(src)->key.format, blit.src.format); can_create_dst_view = is_view_format_compatible(dst->format, svga_texture(dst)->key.format, blit.dst.format); if ((blit.mask & PIPE_MASK_S) || ((!can_create_dst_view || !can_create_src_view) && !svga_have_vgpu10(svga))) { /* Can't do stencil blits with textured quad blitter */ debug_warn_once("using software stencil blit"); ret = false; goto done; } if (!util_blitter_is_blit_supported(svga->blitter, &blit)) { debug_printf("svga: blit unsupported %s -> %s\n", util_format_short_name(blit.src.resource->format), util_format_short_name(blit.dst.resource->format)); ret = false; goto done; } /* XXX turn off occlusion and streamout queries */ util_blitter_save_vertex_buffer_slot(svga->blitter, svga->curr.vb); util_blitter_save_vertex_elements(svga->blitter, (void*)svga->curr.velems); util_blitter_save_vertex_shader(svga->blitter, svga->curr.vs); util_blitter_save_geometry_shader(svga->blitter, svga->curr.user_gs); util_blitter_save_so_targets(svga->blitter, svga->num_so_targets, (struct pipe_stream_output_target**)svga->so_targets); util_blitter_save_rasterizer(svga->blitter, (void*)svga->curr.rast); util_blitter_save_viewport(svga->blitter, &svga->curr.viewport); util_blitter_save_scissor(svga->blitter, &svga->curr.scissor); util_blitter_save_fragment_shader(svga->blitter, svga->curr.fs); util_blitter_save_blend(svga->blitter, (void*)svga->curr.blend); util_blitter_save_depth_stencil_alpha(svga->blitter, (void*)svga->curr.depth); util_blitter_save_stencil_ref(svga->blitter, &svga->curr.stencil_ref); util_blitter_save_sample_mask(svga->blitter, svga->curr.sample_mask); util_blitter_save_framebuffer(svga->blitter, &svga->curr.framebuffer); util_blitter_save_fragment_sampler_states(svga->blitter, svga->curr.num_samplers[PIPE_SHADER_FRAGMENT], (void**)svga->curr.sampler[PIPE_SHADER_FRAGMENT]); util_blitter_save_fragment_sampler_views(svga->blitter, svga->curr.num_sampler_views[PIPE_SHADER_FRAGMENT], svga->curr.sampler_views[PIPE_SHADER_FRAGMENT]); if (!can_create_src_view) { struct pipe_resource template; struct pipe_blit_info copy_region_blit;
static void swr_blit(struct pipe_context *pipe, const struct pipe_blit_info *blit_info) { struct swr_context *ctx = swr_context(pipe); /* Make a copy of the const blit_info, so we can modify it */ struct pipe_blit_info info = *blit_info; if (info.render_condition_enable && !swr_check_render_cond(pipe)) return; if (info.src.resource->nr_samples > 1 && info.dst.resource->nr_samples <= 1 && !util_format_is_depth_or_stencil(info.src.resource->format) && !util_format_is_pure_integer(info.src.resource->format)) { debug_printf("swr_blit: color resolve : %d -> %d\n", info.src.resource->nr_samples, info.dst.resource->nr_samples); /* Resolve is done as part of the surface store. */ swr_store_dirty_resource(pipe, info.src.resource, SWR_TILE_RESOLVED); struct pipe_resource *src_resource = info.src.resource; struct pipe_resource *resolve_target = swr_resource(src_resource)->resolve_target; /* The resolve target becomes the new source for the blit. */ info.src.resource = resolve_target; } if (util_try_blit_via_copy_region(pipe, &info)) { return; /* done */ } if (info.mask & PIPE_MASK_S) { debug_printf("swr: cannot blit stencil, skipping\n"); info.mask &= ~PIPE_MASK_S; } if (!util_blitter_is_blit_supported(ctx->blitter, &info)) { debug_printf("swr: blit unsupported %s -> %s\n", util_format_short_name(info.src.resource->format), util_format_short_name(info.dst.resource->format)); return; } if (ctx->active_queries) { ctx->api.pfnSwrEnableStatsFE(ctx->swrContext, FALSE); ctx->api.pfnSwrEnableStatsBE(ctx->swrContext, FALSE); } util_blitter_save_vertex_buffer_slot(ctx->blitter, ctx->vertex_buffer); util_blitter_save_vertex_elements(ctx->blitter, (void *)ctx->velems); util_blitter_save_vertex_shader(ctx->blitter, (void *)ctx->vs); util_blitter_save_geometry_shader(ctx->blitter, (void*)ctx->gs); util_blitter_save_so_targets( ctx->blitter, ctx->num_so_targets, (struct pipe_stream_output_target **)ctx->so_targets); util_blitter_save_rasterizer(ctx->blitter, (void *)ctx->rasterizer); util_blitter_save_viewport(ctx->blitter, &ctx->viewport); util_blitter_save_scissor(ctx->blitter, &ctx->scissor); util_blitter_save_fragment_shader(ctx->blitter, ctx->fs); util_blitter_save_blend(ctx->blitter, (void *)ctx->blend); util_blitter_save_depth_stencil_alpha(ctx->blitter, (void *)ctx->depth_stencil); util_blitter_save_stencil_ref(ctx->blitter, &ctx->stencil_ref); util_blitter_save_sample_mask(ctx->blitter, ctx->sample_mask); util_blitter_save_framebuffer(ctx->blitter, &ctx->framebuffer); util_blitter_save_fragment_sampler_states( ctx->blitter, ctx->num_samplers[PIPE_SHADER_FRAGMENT], (void **)ctx->samplers[PIPE_SHADER_FRAGMENT]); util_blitter_save_fragment_sampler_views( ctx->blitter, ctx->num_sampler_views[PIPE_SHADER_FRAGMENT], ctx->sampler_views[PIPE_SHADER_FRAGMENT]); util_blitter_save_render_condition(ctx->blitter, ctx->render_cond_query, ctx->render_cond_cond, ctx->render_cond_mode); util_blitter_blit(ctx->blitter, &info); if (ctx->active_queries) { ctx->api.pfnSwrEnableStatsFE(ctx->swrContext, TRUE); ctx->api.pfnSwrEnableStatsBE(ctx->swrContext, TRUE); } }