#include "r300_blit.h"
#include "r300_context.h"
-#include "util/u_rect.h"
-
static void r300_blitter_save_states(struct r300_context* r300)
{
util_blitter_save_blend(r300->blitter, r300->blend_state.state);
- util_blitter_save_depth_stencil_alpha(r300->blitter, r300->dsa_state);
- util_blitter_save_rasterizer(r300->blitter, r300->rs_state);
+ util_blitter_save_depth_stencil_alpha(r300->blitter, r300->dsa_state.state);
+ util_blitter_save_stencil_ref(r300->blitter, &(r300->stencil_ref));
+ util_blitter_save_rasterizer(r300->blitter, r300->rs_state.state);
util_blitter_save_fragment_shader(r300->blitter, r300->fs);
util_blitter_save_vertex_shader(r300->blitter, r300->vs);
}
*/
struct r300_context* r300 = r300_context(pipe);
+ struct pipe_framebuffer_state* fb =
+ (struct pipe_framebuffer_state*)r300->fb_state.state;
r300_blitter_save_states(r300);
util_blitter_clear(r300->blitter,
- r300->framebuffer_state.width,
- r300->framebuffer_state.height,
- r300->framebuffer_state.nr_cbufs,
+ fb->width,
+ fb->height,
+ fb->nr_cbufs,
buffers, rgba, depth, stencil);
}
* is really transparent. The states will be restored by the blitter once
* copying is done. */
r300_blitter_save_states(r300);
- util_blitter_save_framebuffer(r300->blitter, &r300->framebuffer_state);
+ util_blitter_save_framebuffer(r300->blitter, r300->fb_state.state);
util_blitter_save_fragment_sampler_states(
r300->blitter, r300->sampler_count, (void**)r300->sampler_states);
struct r300_context* r300 = r300_context(pipe);
r300_blitter_save_states(r300);
- util_blitter_save_framebuffer(r300->blitter, &r300->framebuffer_state);
+ util_blitter_save_framebuffer(r300->blitter, r300->fb_state.state);
util_blitter_fill(r300->blitter,
dst, dstx, dsty, width, height, value);