pipe_sampler_view_reference(&softpipe->pstipple.sampler_view, NULL);
#endif
+ if (softpipe->blitter) {
+ util_blitter_destroy(softpipe->blitter);
+ }
+
if (softpipe->draw)
draw_destroy( softpipe->draw );
draw_set_rasterize_stage(softpipe->draw, softpipe->vbuf);
draw_set_render(softpipe->draw, softpipe->vbuf_backend);
+ softpipe->blitter = util_blitter_create(&softpipe->pipe);
+ if (!softpipe->blitter) {
+ goto fail;
+ }
+
+ /* must be done before installing Draw stages */
+ util_blitter_cache_all_shaders(softpipe->blitter);
/* plug in AA line/point stages */
draw_install_aaline_stage(softpipe->draw, &softpipe->pipe);
*
**************************************************************************/
+#include "util/u_format.h"
#include "util/u_surface.h"
#include "sp_context.h"
#include "sp_surface.h"
+static void sp_blit(struct pipe_context *pipe,
+ const struct pipe_blit_info *info)
+{
+ struct softpipe_context *sp = softpipe_context(pipe);
+
+ if (info->src.resource->nr_samples > 1 &&
+ info->dst.resource->nr_samples <= 1 &&
+ !util_format_is_depth_or_stencil(info->src.resource->format) &&
+ !util_format_is_pure_integer(info->src.resource->format)) {
+ debug_printf("softpipe: color resolve unimplemented\n");
+ return;
+ }
+
+ if (util_try_blit_via_copy_region(pipe, info)) {
+ return; /* done */
+ }
+
+ if (!util_blitter_is_blit_supported(sp->blitter, info)) {
+ debug_printf("softpipe: blit unsupported %s -> %s\n",
+ util_format_short_name(info->src.resource->format),
+ util_format_short_name(info->dst.resource->format));
+ return;
+ }
+
+ /* XXX turn off occlusion and streamout queries */
+
+ util_blitter_save_vertex_buffers(sp->blitter, sp->num_vertex_buffers,
+ sp->vertex_buffer);
+ util_blitter_save_vertex_elements(sp->blitter, sp->velems);
+ util_blitter_save_vertex_shader(sp->blitter, sp->vs);
+ util_blitter_save_geometry_shader(sp->blitter, sp->gs);
+ util_blitter_save_so_targets(sp->blitter, sp->num_so_targets,
+ (struct pipe_stream_output_target**)sp->so_targets);
+ util_blitter_save_rasterizer(sp->blitter, sp->rasterizer);
+ util_blitter_save_viewport(sp->blitter, &sp->viewport);
+ util_blitter_save_scissor(sp->blitter, &sp->scissor);
+ util_blitter_save_fragment_shader(sp->blitter, sp->fs);
+ util_blitter_save_blend(sp->blitter, sp->blend);
+ util_blitter_save_depth_stencil_alpha(sp->blitter, sp->depth_stencil);
+ util_blitter_save_stencil_ref(sp->blitter, &sp->stencil_ref);
+ /*util_blitter_save_sample_mask(sp->blitter, sp->sample_mask);*/
+ util_blitter_save_framebuffer(sp->blitter, &sp->framebuffer);
+ util_blitter_save_fragment_sampler_states(sp->blitter,
+ sp->num_samplers[PIPE_SHADER_FRAGMENT],
+ (void**)sp->samplers[PIPE_SHADER_FRAGMENT]);
+ util_blitter_save_fragment_sampler_views(sp->blitter,
+ sp->num_sampler_views[PIPE_SHADER_FRAGMENT],
+ sp->sampler_views[PIPE_SHADER_FRAGMENT]);
+ util_blitter_save_render_condition(sp->blitter, sp->render_cond_query,
+ sp->render_cond_mode);
+ util_blitter_blit(sp->blitter, info);
+}
+
void
sp_init_surface_functions(struct softpipe_context *sp)
{
sp->pipe.resource_copy_region = util_resource_copy_region;
sp->pipe.clear_render_target = util_clear_render_target;
sp->pipe.clear_depth_stencil = util_clear_depth_stencil;
+ sp->pipe.blit = sp_blit;
}