#include "st_cb_fbo.h"
#include "util/u_blit.h"
+#include "util/u_inlines.h"
void
/* 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,
+ util_blit_pixels(st->blit, srcDepthRb->texture,
+ u_subresource(srcDepthRb->surface->face,
+ srcDepthRb->surface->level),
+ srcX0, srcY0, srcX1, srcY1,
srcDepthRb->surface->zslice,
dstDepthSurf, dstX0, dstY0, dstX1, dstY1,
0.0, pFilter);