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);
}
(struct pipe_framebuffer_state*)r300->fb_state.state;
/* Only color clear allowed, and only one colorbuffer. */
- if (clear_buffers != PIPE_CLEAR_COLOR || fb->nr_cbufs != 1)
+ if ((clear_buffers & ~PIPE_CLEAR_COLOR) != 0 || fb->nr_cbufs != 1 || !fb->cbufs[0])
return FALSE;
return r300_surface(fb->cbufs[0])->cbzb_allowed;
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];
}
}
/* Use fast color clear for an AA colorbuffer.
* The CMASK is shared between all colorbuffers, so we use it
* if there is only one colorbuffer bound. */
- if ((buffers & PIPE_CLEAR_COLOR) && fb->nr_cbufs == 1 &&
+ if ((buffers & PIPE_CLEAR_COLOR) && fb->nr_cbufs == 1 && fb->cbufs[0] &&
r300_resource(fb->cbufs[0]->texture)->tex.cmask_dwords) {
/* Try to obtain the access to the CMASK if we don't have one. */
if (!r300->cmask_access) {
/* Clear. */
if (buffers) {
- enum pipe_format cformat = fb->nr_cbufs ? fb->cbufs[0]->format : PIPE_FORMAT_NONE;
/* Clear using the blitter. */
r300_blitter_begin(r300, R300_CLEAR);
- util_blitter_clear(r300->blitter,
- width,
- height,
- buffers, cformat, color, depth, stencil);
+ util_blitter_clear(r300->blitter, width, height, 1,
+ buffers, color, depth, stencil);
r300_blitter_end(r300);
} else if (r300->zmask_clear.dirty ||
r300->hiz_clear.dirty ||
r300_get_num_cs_end_dwords(r300);
/* Reserve CS space. */
- if (dwords > (RADEON_MAX_CMDBUF_DWORDS - r300->cs->cdw)) {
+ if (dwords > (r300->cs->max_dw - r300->cs->cdw)) {
r300_flush(&r300->context, RADEON_FLUSH_ASYNC, 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 &&
templ.height0 = info->src.resource->height0;
templ.depth0 = 1;
templ.array_size = 1;
- templ.usage = PIPE_USAGE_STATIC;
+ templ.usage = PIPE_USAGE_DEFAULT;
templ.flags = R300_RESOURCE_FORCE_MICROTILING;
tmp = screen->resource_create(screen, &templ);
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);
}
+static void r300_flush_resource(struct pipe_context *ctx,
+ struct pipe_resource *resource)
+{
+}
+
void r300_init_blit_functions(struct r300_context *r300)
{
r300->context.clear = r300_clear;
r300->context.clear_depth_stencil = r300_clear_depth_stencil;
r300->context.resource_copy_region = r300_resource_copy_region;
r300->context.blit = r300_blit;
+ r300->context.flush_resource = r300_flush_resource;
}