R300_SAVE_TEXTURES | R300_IGNORE_RENDER_COND,
R300_BLIT = R300_STOP_QUERY | R300_SAVE_FRAMEBUFFER |
- R300_SAVE_TEXTURES | R300_IGNORE_RENDER_COND,
+ R300_SAVE_TEXTURES,
R300_DECOMPRESS = R300_STOP_QUERY | R300_IGNORE_RENDER_COND,
};
util_pack_color(rgba, format, &uc);
if (util_format_get_blocksizebits(format) == 32)
- return uc.ui;
+ return uc.ui[0];
else
return uc.us | (uc.us << 16);
}
r300->color_clear_value_gb = uc.h[0] | ((uint32_t)uc.h[1] << 16);
r300->color_clear_value_ar = uc.h[2] | ((uint32_t)uc.h[3] << 16);
} else {
- r300->color_clear_value = uc.ui;
+ r300->color_clear_value = uc.ui[0];
}
}
r300_get_num_cs_end_dwords(r300);
/* Reserve CS space. */
- if (dwords > (RADEON_MAX_CMDBUF_DWORDS - r300->cs->cdw)) {
+ if (!r300->rws->cs_check_space(r300->cs, dwords)) {
r300_flush(&r300->context, RADEON_FLUSH_ASYNC, NULL);
}
r300_blitter_begin(r300, R300_COPY);
util_blitter_blit_generic(r300->blitter, dst_view, &dstbox,
src_view, src_box, src_width0, src_height0,
- PIPE_MASK_RGBAZS, PIPE_TEX_FILTER_NEAREST, NULL);
+ PIPE_MASK_RGBAZS, PIPE_TEX_FILTER_NEAREST, NULL,
+ FALSE);
r300_blitter_end(r300);
pipe_surface_reference(&dst_view, NULL);
unsigned dst_width = u_minify(info->dst.resource->width0, info->dst.level);
unsigned dst_height = u_minify(info->dst.resource->height0, info->dst.level);
- return info->dst.resource->format == info->src.resource->format &&
+ return info->src.resource->nr_samples > 1 &&
+ info->dst.resource->nr_samples <= 1 &&
+ info->dst.resource->format == info->src.resource->format &&
info->dst.resource->format == info->dst.format &&
info->src.resource->format == info->src.format &&
!info->scissor_enable &&
blit.src.resource = tmp;
blit.src.box.z = 0;
- r300_blitter_begin(r300, R300_BLIT);
+ r300_blitter_begin(r300, R300_BLIT | R300_IGNORE_RENDER_COND);
util_blitter_blit(r300->blitter, &blit);
r300_blitter_end(r300);
(struct pipe_framebuffer_state*)r300->fb_state.state;
struct pipe_blit_info info = *blit;
+ /* The driver supports sRGB textures but not framebuffers. Blitting
+ * from sRGB to sRGB should be the same as blitting from linear
+ * to linear, so use that, This avoids incorrect linearization.
+ */
+ if (util_format_is_srgb(info.src.format)) {
+ info.src.format = util_format_linear(info.src.format);
+ info.dst.format = util_format_linear(info.dst.format);
+ }
+
/* MSAA resolve. */
if (info.src.resource->nr_samples > 1 &&
- info.dst.resource->nr_samples <= 1 &&
!util_format_is_depth_or_stencil(info.src.resource->format)) {
r300_msaa_resolve(pipe, &info);
return;
}
}
- r300_blitter_begin(r300, R300_BLIT);
+ r300_blitter_begin(r300, R300_BLIT |
+ (info.render_condition_enable ? 0 : R300_IGNORE_RENDER_COND));
util_blitter_blit(r300->blitter, &info);
r300_blitter_end(r300);
}