#include "util/u_memory.h"
#include "util/u_pack_color.h"
#include "util/u_blitter.h"
+#include "util/u_surface.h"
#include "nouveau/nouveau_winsys.h"
#include "nouveau/nouveau_screen.h"
}
static INLINE void
-nvfx_region_init_for_surface(struct nv04_region* rgn, struct nvfx_surface* surf, unsigned x, unsigned y, bool for_write)
+nvfx_region_init_for_surface(struct nv04_region* rgn, struct nvfx_surface* surf, unsigned x, unsigned y, boolean for_write)
{
rgn->x = x;
rgn->y = y;
rgn->bo = ((struct nvfx_resource*)surf->base.base.texture)->bo;
rgn->offset = surf->offset;
- if(surf->base.base.texture->flags & NVFX_RESOURCE_FLAG_LINEAR)
+ if(surf->base.base.texture->flags & NOUVEAU_RESOURCE_FLAG_LINEAR)
rgn->pitch = surf->pitch;
else
{
}
static INLINE void
-nvfx_region_init_for_subresource(struct nv04_region* rgn, struct pipe_resource* pt, unsigned level, unsigned x, unsigned y, unsigned z, bool for_write)
+nvfx_region_init_for_subresource(struct nv04_region* rgn, struct pipe_resource* pt, unsigned level, unsigned x, unsigned y, unsigned z, boolean for_write)
{
if(pt->target != PIPE_BUFFER)
{
rgn->x = x;
rgn->y = y;
- if(pt->flags & NVFX_RESOURCE_FLAG_LINEAR)
+ if(pt->flags & NOUVEAU_RESOURCE_FLAG_LINEAR)
{
rgn->pitch = nvfx_subresource_pitch(pt, level);
rgn->z = 0;
if(nvfx->query && !nvfx->blitters_in_use)
{
struct nouveau_channel* chan = nvfx->screen->base.channel;
- WAIT_RING(chan, 2);
- OUT_RING(chan, RING_3D(NV30_3D_QUERY_ENABLE, 1));
+ struct nouveau_grobj *eng3d = nvfx->screen->eng3d;
+ BEGIN_RING(chan, eng3d, NV30_3D_QUERY_ENABLE, 1);
OUT_RING(chan, 0);
}
util_blitter_save_vertex_shader(blitter, nvfx->vertprog);
util_blitter_save_viewport(blitter, &nvfx->viewport);
util_blitter_save_framebuffer(blitter, &nvfx->framebuffer);
- util_blitter_save_clip(blitter, &nvfx->clip);
util_blitter_save_vertex_elements(blitter, nvfx->vtxelt);
util_blitter_save_vertex_buffers(blitter, nvfx->vtxbuf_nr, nvfx->vtxbuf);
if(nvfx->query && !nvfx->blitters_in_use)
{
struct nouveau_channel* chan = nvfx->screen->base.channel;
- WAIT_RING(chan, 2);
- OUT_RING(chan, RING_3D(NV30_3D_QUERY_ENABLE, 1));
+ struct nouveau_grobj *eng3d = nvfx->screen->eng3d;
+ BEGIN_RING(chan, eng3d, NV30_3D_QUERY_ENABLE, 1);
OUT_RING(chan, 1);
}
}
if(!w || !h)
return;
+ /* Fallback for buffers. */
+ if (dstr->target == PIPE_BUFFER && srcr->target == PIPE_BUFFER) {
+ util_resource_copy_region(pipe, dstr, dst_level, dstx, dsty, dstz,
+ srcr, src_level, src_box);
+ return;
+ }
+
if(copy_threshold < 0)
copy_threshold = debug_get_num_option("NOUVEAU_COPY_THRESHOLD", 4);
* TODO: perhaps support reinterpreting the formats
*/
struct blitter_context* blitter = nvfx_get_blitter(pipe, 1);
- util_blitter_copy_region(blitter, dstr, dst_level, dstx, dsty, dstz, srcr, src_level, src_box, TRUE);
+ util_blitter_copy_texture(blitter, dstr, dst_level, dstx, dsty, dstz, srcr, src_level, src_box, TRUE);
nvfx_put_blitter(pipe, blitter);
}
else
void
nvfx_surface_create_temp(struct pipe_context* pipe, struct pipe_surface* surf)
{
+ assert (0);
+
struct nvfx_surface* ns = (struct nvfx_surface*)surf;
struct pipe_resource template;
memset(&template, 0, sizeof(struct pipe_resource));
template.height0 = surf->height;
template.depth0 = 1;
template.nr_samples = surf->texture->nr_samples;
- template.flags = NVFX_RESOURCE_FLAG_LINEAR;
+ template.flags = NOUVEAU_RESOURCE_FLAG_LINEAR;
assert(!ns->temp && !util_dirty_surface_is_dirty(&ns->base));
static void
nvfx_clear_render_target(struct pipe_context *pipe,
struct pipe_surface *dst,
- const float *rgba,
+ const union pipe_color_union *color,
unsigned dstx, unsigned dsty,
unsigned width, unsigned height)
{
union util_color uc;
- util_pack_color(rgba, dst->format, &uc);
+ util_pack_color(color->f, dst->format, &uc);
if(util_format_get_blocksizebits(dst->format) > 32
|| nvfx_surface_fill(pipe, dst, dstx, dsty, width, height, uc.ui))
{
// TODO: probably should use hardware clear here instead if possible
struct blitter_context* blitter = nvfx_get_blitter(pipe, 0);
- util_blitter_clear_render_target(blitter, dst, rgba, dstx, dsty, width, height);
+ util_blitter_clear_render_target(blitter, dst, color, dstx, dsty, width, height);
nvfx_put_blitter(pipe, blitter);
}
}