#include "main/imports.h"
#include "main/image.h"
#include "main/macros.h"
+#include "main/mfeatures.h"
#include "st_context.h"
#include "st_texture.h"
#if FEATURE_EXT_framebuffer_blit
static void
-st_BlitFramebuffer(GLcontext *ctx,
+st_BlitFramebuffer(struct gl_context *ctx,
GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
GLbitfield mask, GLenum filter)
st_texture_object(srcAtt->Texture);
struct st_renderbuffer *dstRb =
st_renderbuffer(drawFB->_ColorDrawBuffers[0]);
- struct pipe_subresource srcSub;
struct pipe_surface *dstSurf = dstRb->surface;
if (!srcObj->pt)
return;
- srcSub.face = srcAtt->CubeMapFace;
- srcSub.level = srcAtt->TextureLevel;
-
- util_blit_pixels(st->blit, srcObj->pt, srcSub,
- srcX0, srcY0, srcX1, srcY1, srcAtt->Zoffset,
+ util_blit_pixels(st->blit, srcObj->pt, srcAtt->TextureLevel,
+ srcX0, srcY0, srcX1, srcY1,
+ srcAtt->Zoffset + srcAtt->CubeMapFace,
dstSurf, dstX0, dstY0, dstX1, dstY1,
0.0, pFilter);
}
st_renderbuffer(drawFB->_ColorDrawBuffers[0]);
struct pipe_surface *srcSurf = srcRb->surface;
struct pipe_surface *dstSurf = dstRb->surface;
- struct pipe_subresource srcSub;
-
- srcSub.face = srcSurf->face;
- srcSub.level = srcSurf->level;
util_blit_pixels(st->blit,
- srcRb->texture, srcSub, srcX0, srcY0, srcX1, srcY1,
- srcSurf->zslice,
+ srcRb->texture, srcSurf->u.tex.level,
+ srcX0, srcY0, srcX1, srcY1,
+ srcSurf->u.tex.first_layer,
dstSurf, dstX0, dstY0, dstX1, dstY1,
0.0, pFilter);
}
/* depth and/or stencil blit */
/* get src/dst depth surfaces */
- struct st_renderbuffer *srcDepthRb =
+ struct gl_renderbuffer_attachment *srcDepth =
+ &readFB->Attachment[BUFFER_DEPTH];
+ struct gl_renderbuffer_attachment *dstDepth =
+ &drawFB->Attachment[BUFFER_DEPTH];
+ struct gl_renderbuffer_attachment *srcStencil =
+ &readFB->Attachment[BUFFER_STENCIL];
+ struct gl_renderbuffer_attachment *dstStencil =
+ &drawFB->Attachment[BUFFER_STENCIL];
+
+ struct st_renderbuffer *srcDepthRb =
st_renderbuffer(readFB->Attachment[BUFFER_DEPTH].Renderbuffer);
struct st_renderbuffer *dstDepthRb =
st_renderbuffer(drawFB->Attachment[BUFFER_DEPTH].Renderbuffer);
- struct pipe_surface *srcDepthSurf =
- srcDepthRb ? srcDepthRb->surface : NULL;
struct pipe_surface *dstDepthSurf =
dstDepthRb ? dstDepthRb->surface : NULL;
- /* get src/dst stencil surfaces */
- struct st_renderbuffer *srcStencilRb =
- st_renderbuffer(readFB->Attachment[BUFFER_STENCIL].Renderbuffer);
- struct st_renderbuffer *dstStencilRb =
- st_renderbuffer(drawFB->Attachment[BUFFER_STENCIL].Renderbuffer);
- struct pipe_surface *srcStencilSurf =
- srcStencilRb ? srcStencilRb->surface : NULL;
- struct pipe_surface *dstStencilSurf =
- dstStencilRb ? dstStencilRb->surface : NULL;
-
if ((mask & depthStencil) == depthStencil &&
- srcDepthSurf == srcStencilSurf &&
- dstDepthSurf == dstStencilSurf) {
- struct pipe_subresource srcSub;
-
- srcSub.face = srcDepthRb->surface->face;
- srcSub.level = srcDepthRb->surface->level;
+ st_is_depth_stencil_combined(srcDepth, srcStencil) &&
+ st_is_depth_stencil_combined(dstDepth, dstStencil)) {
/* Blitting depth and stencil values between combined
* depth/stencil buffers. This is the ideal case for such buffers.
*/
util_blit_pixels(st->blit,
- srcDepthRb->texture, srcSub, srcX0, srcY0, srcX1, srcY1,
- srcDepthRb->surface->zslice,
+ srcDepthRb->texture,
+ srcDepthRb->surface->u.tex.level,
+ srcX0, srcY0, srcX1, srcY1,
+ srcDepthRb->surface->u.tex.first_layer,
dstDepthSurf, dstX0, dstY0, dstX1, dstY1,
0.0, pFilter);
}
/* blitting depth and stencil separately */
if (mask & GL_DEPTH_BUFFER_BIT) {
- /* blit Z only */
- _mesa_problem(ctx, "st_BlitFramebuffer(DEPTH) not completed");
+ util_blit_pixels(st->blit, srcDepthRb->texture,
+ srcDepthRb->surface->u.tex.level,
+ srcX0, srcY0, srcX1, srcY1,
+ srcDepthRb->surface->u.tex.first_layer,
+ dstDepthSurf, dstX0, dstY0, dstX1, dstY1,
+ 0.0, pFilter);
}
if (mask & GL_STENCIL_BUFFER_BIT) {