util_blitter_save_scissor(lp->blitter, &lp->scissors[0]);
util_blitter_save_fragment_shader(lp->blitter, lp->fs);
util_blitter_save_blend(lp->blitter, (void*)lp->blend);
+ util_blitter_save_tessctrl_shader(lp->blitter, (void*)lp->tcs);
+ util_blitter_save_tesseval_shader(lp->blitter, (void*)lp->tes);
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);*/
{
struct llvmpipe_context *llvmpipe = llvmpipe_context(pipe);
- if (!llvmpipe_check_render_cond(llvmpipe))
+ if (render_condition_enabled && !llvmpipe_check_render_cond(llvmpipe))
return;
util_clear_render_target(pipe, dst, color,
{
struct llvmpipe_context *llvmpipe = llvmpipe_context(pipe);
- if (!llvmpipe_check_render_cond(llvmpipe))
+ if (render_condition_enabled && !llvmpipe_check_render_cond(llvmpipe))
return;
util_clear_depth_stencil(pipe, dst, clear_flags,
lp->pipe.clear_depth_stencil = llvmpipe_clear_depth_stencil;
lp->pipe.create_surface = llvmpipe_create_surface;
lp->pipe.surface_destroy = llvmpipe_surface_destroy;
- /* These two are not actually functions dealing with surfaces */
+ /* These are not actually functions dealing with surfaces */
+ lp->pipe.clear_texture = util_clear_texture;
lp->pipe.resource_copy_region = lp_resource_copy;
lp->pipe.blit = lp_blit;
lp->pipe.flush_resource = lp_flush_resource;