+ 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);
+ util_blitter_save_vertex_shader(r300->blitter, r300->vs);
+}
+
+/* Clear currently bound buffers. */
+void r300_clear(struct pipe_context* pipe,
+ unsigned buffers,
+ const float* rgba,
+ double depth,
+ unsigned stencil)
+{
+ /* XXX Implement fastfill.
+ *
+ * If fastfill is enabled, a few facts should be considered:
+ *
+ * 1) Zbuffer must be micro-tiled and whole microtiles must be
+ * written.
+ *
+ * 2) ZB_DEPTHCLEARVALUE is used to clear a zbuffer and Z Mask must be
+ * equal to 0.
+ *
+ * 3) RB3D_COLOR_CLEAR_VALUE is used to clear a colorbuffer and
+ * RB3D_COLOR_CHANNEL_MASK must be equal to 0.
+ *
+ * 4) ZB_CB_CLEAR can be used to make the ZB units help in clearing
+ * the colorbuffer. The color clear value is supplied through both
+ * RB3D_COLOR_CLEAR_VALUE and ZB_DEPTHCLEARVALUE, and the colorbuffer
+ * must be set in ZB_DEPTHOFFSET and ZB_DEPTHPITCH in addition to
+ * RB3D_COLOROFFSET and RB3D_COLORPITCH. It's obvious that the zbuffer
+ * will not be cleared and multiple render targets cannot be cleared
+ * this way either.
+ *
+ * 5) For 16-bit integer buffering, compression causes a hung with one or
+ * two samples and should not be used.
+ *
+ * 6) Fastfill must not be used if reading of compressed Z data is disabled
+ * and writing of compressed Z data is enabled (RD/WR_COMP_ENABLE),
+ * i.e. it cannot be used to compress the zbuffer.
+ * (what the hell does that mean and how does it fit in clearing
+ * the buffers?)
+ *
+ * - Marek
+ */
+
+ struct r300_context* r300 = r300_context(pipe);
+ struct pipe_framebuffer_state* fb =
+ (struct pipe_framebuffer_state*)r300->fb_state.state;
+
+ r300_blitter_save_states(r300);
+
+ util_blitter_clear(r300->blitter,
+ fb->width,
+ fb->height,
+ fb->nr_cbufs,
+ buffers, rgba, depth, stencil);
+}
+
+/* Copy a block of pixels from one surface to another. */
+void r300_surface_copy(struct pipe_context* pipe,
+ struct pipe_surface* dst,
+ unsigned dstx, unsigned dsty,
+ struct pipe_surface* src,
+ unsigned srcx, unsigned srcy,
+ unsigned width, unsigned height)
+{
+ struct r300_context* r300 = r300_context(pipe);