{
SI_SAVE_TEXTURES = 1,
SI_SAVE_FRAMEBUFFER = 2,
- SI_DISABLE_RENDER_COND = 4,
+ SI_SAVE_FRAGMENT_STATE = 4,
+ SI_DISABLE_RENDER_COND = 8,
- SI_CLEAR = 0,
+ SI_CLEAR = SI_SAVE_FRAGMENT_STATE,
- SI_CLEAR_SURFACE = SI_SAVE_FRAMEBUFFER,
+ SI_CLEAR_SURFACE = SI_SAVE_FRAMEBUFFER | SI_SAVE_FRAGMENT_STATE,
SI_COPY = SI_SAVE_FRAMEBUFFER | SI_SAVE_TEXTURES |
- SI_DISABLE_RENDER_COND,
+ SI_SAVE_FRAGMENT_STATE | SI_DISABLE_RENDER_COND,
- SI_BLIT = SI_SAVE_FRAMEBUFFER | SI_SAVE_TEXTURES,
+ SI_BLIT = SI_SAVE_FRAMEBUFFER | SI_SAVE_TEXTURES |
+ SI_SAVE_FRAGMENT_STATE,
- SI_DECOMPRESS = SI_SAVE_FRAMEBUFFER | SI_DISABLE_RENDER_COND,
+ SI_DECOMPRESS = SI_SAVE_FRAMEBUFFER | SI_SAVE_FRAGMENT_STATE |
+ SI_DISABLE_RENDER_COND,
- SI_COLOR_RESOLVE = SI_SAVE_FRAMEBUFFER
+ SI_COLOR_RESOLVE = SI_SAVE_FRAMEBUFFER | SI_SAVE_FRAGMENT_STATE
};
static void si_blitter_begin(struct pipe_context *ctx, enum si_blitter_op op)
r600_suspend_nontimer_queries(&sctx->b);
- util_blitter_save_blend(sctx->blitter, sctx->queued.named.blend);
- util_blitter_save_depth_stencil_alpha(sctx->blitter, sctx->queued.named.dsa);
- util_blitter_save_stencil_ref(sctx->blitter, &sctx->stencil_ref.state);
- util_blitter_save_rasterizer(sctx->blitter, sctx->queued.named.rasterizer);
- util_blitter_save_fragment_shader(sctx->blitter, sctx->ps_shader.cso);
- util_blitter_save_geometry_shader(sctx->blitter, sctx->gs_shader.cso);
+ util_blitter_save_vertex_buffer_slot(sctx->blitter, sctx->vertex_buffer);
+ util_blitter_save_vertex_elements(sctx->blitter, sctx->vertex_elements);
+ util_blitter_save_vertex_shader(sctx->blitter, sctx->vs_shader.cso);
util_blitter_save_tessctrl_shader(sctx->blitter, sctx->tcs_shader.cso);
util_blitter_save_tesseval_shader(sctx->blitter, sctx->tes_shader.cso);
- util_blitter_save_vertex_shader(sctx->blitter, sctx->vs_shader.cso);
- util_blitter_save_vertex_elements(sctx->blitter, sctx->vertex_elements);
- util_blitter_save_sample_mask(sctx->blitter, sctx->sample_mask.sample_mask);
- util_blitter_save_viewport(sctx->blitter, &sctx->viewports.states[0]);
- util_blitter_save_scissor(sctx->blitter, &sctx->scissors.states[0]);
- util_blitter_save_vertex_buffer_slot(sctx->blitter, sctx->vertex_buffer);
+ util_blitter_save_geometry_shader(sctx->blitter, sctx->gs_shader.cso);
util_blitter_save_so_targets(sctx->blitter, sctx->b.streamout.num_targets,
(struct pipe_stream_output_target**)sctx->b.streamout.targets);
+ util_blitter_save_rasterizer(sctx->blitter, sctx->queued.named.rasterizer);
+
+ if (op & SI_SAVE_FRAGMENT_STATE) {
+ util_blitter_save_blend(sctx->blitter, sctx->queued.named.blend);
+ util_blitter_save_depth_stencil_alpha(sctx->blitter, sctx->queued.named.dsa);
+ util_blitter_save_stencil_ref(sctx->blitter, &sctx->stencil_ref.state);
+ util_blitter_save_fragment_shader(sctx->blitter, sctx->ps_shader.cso);
+ util_blitter_save_sample_mask(sctx->blitter, sctx->sample_mask.sample_mask);
+ util_blitter_save_viewport(sctx->blitter, &sctx->viewports.states[0]);
+ util_blitter_save_scissor(sctx->blitter, &sctx->scissors.states[0]);
+ }
if (op & SI_SAVE_FRAMEBUFFER)
util_blitter_save_framebuffer(sctx->blitter, &sctx->framebuffer.state);