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/*
* Copyright 2009 Marek Olšák <maraeo@gmail.com>
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* on the rights to use, copy, modify, merge, publish, distribute, sub
* license, and/or sell copies of the Software, and to permit persons to whom
* the Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
* THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
* OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
* USE OR OTHER DEALINGS IN THE SOFTWARE.
*
* Authors:
* Jerome Glisse
* Marek Olšák
*/
#include <pipe/p_screen.h>
#include <util/u_blitter.h>
#include <util/u_inlines.h>
#include <util/u_memory.h>
#include "util/u_surface.h"
#include "r600_screen.h"
#include "r600_context.h"
static void r600_blitter_save_states(struct r600_context *rctx)
{
util_blitter_save_blend(rctx->blitter,
rctx->draw->state[R600_BLEND]);
util_blitter_save_depth_stencil_alpha(rctx->blitter,
rctx->draw->state[R600_DSA]);
util_blitter_save_stencil_ref(rctx->blitter, &rctx->stencil_ref);
util_blitter_save_rasterizer(rctx->blitter,
rctx->draw->state[R600_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);
util_blitter_save_viewport(rctx->blitter,
&rctx->viewport);
/* XXX util_blitter_save_clip(rctx->blitter, &rctx->clip); */
util_blitter_save_vertex_buffers(rctx->blitter, rctx->nvertex_buffer,
rctx->vertex_buffer);
}
static void r600_clear(struct pipe_context *ctx, unsigned buffers,
const float *rgba, double depth, unsigned stencil)
{
struct r600_context *rctx = r600_context(ctx);
struct pipe_framebuffer_state *fb = &rctx->fb_state;
r600_blitter_save_states(rctx);
util_blitter_clear(rctx->blitter, fb->width, fb->height,
fb->nr_cbufs, buffers, rgba, depth,
stencil);
}
static void r600_clear_render_target(struct pipe_context *pipe,
struct pipe_surface *dst,
const float *rgba,
unsigned dstx, unsigned dsty,
unsigned width, unsigned height)
{
struct r600_context *rctx = r600_context(pipe);
r600_blitter_save_states(rctx);
util_blitter_save_framebuffer(rctx->blitter, &rctx->fb_state);
util_blitter_clear_render_target(rctx->blitter, dst, rgba,
dstx, dsty, width, height);
}
static void r600_clear_depth_stencil(struct pipe_context *pipe,
struct pipe_surface *dst,
unsigned clear_flags,
double depth,
unsigned stencil,
unsigned dstx, unsigned dsty,
unsigned width, unsigned height)
{
struct r600_context *rctx = r600_context(pipe);
r600_blitter_save_states(rctx);
util_blitter_save_framebuffer(rctx->blitter, &rctx->fb_state);
util_blitter_clear_depth_stencil(rctx->blitter, dst, clear_flags, depth, stencil,
dstx, dsty, width, height);
}
static void r600_resource_copy_region(struct pipe_context *pipe,
struct pipe_resource *dst,
struct pipe_subresource subdst,
unsigned dstx, unsigned dsty, unsigned dstz,
struct pipe_resource *src,
struct pipe_subresource subsrc,
unsigned srcx, unsigned srcy, unsigned srcz,
unsigned width, unsigned height)
{
util_resource_copy_region(pipe, dst, subdst, dstx, dsty, dstz,
src, subsrc, srcx, srcy, srcz, width, height);
}
void r600_init_blit_functions(struct r600_context *rctx)
{
rctx->context.clear = r600_clear;
rctx->context.clear_render_target = r600_clear_render_target;
rctx->context.clear_depth_stencil = r600_clear_depth_stencil;
rctx->context.resource_copy_region = r600_resource_copy_region;
}
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