#include "ilo_3d.h"
#include "ilo_context.h"
#include "ilo_cp.h"
+#include "ilo_blit.h"
#include "ilo_resource.h"
#include "ilo_blitter.h"
{
bool success;
+ ilo_blit_resolve_slices(blitter->ilo, src, src_level,
+ src_box->z, src_box->depth, ILO_TEXTURE_BLT_READ);
+ ilo_blit_resolve_slices(blitter->ilo, dst, dst_level,
+ dst_z, src_box->depth, ILO_TEXTURE_BLT_WRITE);
+
if (dst->target == PIPE_BUFFER && src->target == PIPE_BUFFER) {
const unsigned dst_offset = dst_x;
const unsigned src_offset = src_box->x;
util_format_is_compressed(rt->format))
return false;
+ ilo_blit_resolve_surface(blitter->ilo, rt, ILO_TEXTURE_BLT_WRITE);
+
util_pack_color(color->f, rt->format, &packed);
if (rt->texture->target == PIPE_BUFFER) {
break;
}
+ ilo_blit_resolve_surface(blitter->ilo, zs, ILO_TEXTURE_BLT_WRITE);
+
val = util_pack_z_stencil(zs->format, depth, stencil);
u_box_3d(x, y, zs->u.tex.first_layer, width, height,