#include "util/u_format.h"
static void
-panfrost_blitter_save(struct panfrost_context *ctx)
+panfrost_blitter_save(
+ struct panfrost_context *ctx,
+ struct blitter_context *blitter)
{
- util_blitter_save_vertex_buffer_slot(ctx->blitter, ctx->vertex_buffers);
- util_blitter_save_vertex_elements(ctx->blitter, ctx->vertex);
- util_blitter_save_vertex_shader(ctx->blitter, ctx->vs);
- util_blitter_save_rasterizer(ctx->blitter, ctx->rasterizer);
- util_blitter_save_viewport(ctx->blitter, &ctx->pipe_viewport);
- util_blitter_save_scissor(ctx->blitter, &ctx->scissor);
- util_blitter_save_fragment_shader(ctx->blitter, ctx->fs);
- util_blitter_save_blend(ctx->blitter, ctx->blend);
- util_blitter_save_depth_stencil_alpha(ctx->blitter, ctx->depth_stencil);
- util_blitter_save_stencil_ref(ctx->blitter, &ctx->stencil_ref);
- util_blitter_save_so_targets(ctx->blitter, 0, NULL);
+ util_blitter_save_vertex_buffer_slot(blitter, ctx->vertex_buffers);
+ util_blitter_save_vertex_elements(blitter, ctx->vertex);
+ util_blitter_save_vertex_shader(blitter, ctx->vs);
+ util_blitter_save_rasterizer(blitter, ctx->rasterizer);
+ util_blitter_save_viewport(blitter, &ctx->pipe_viewport);
+ util_blitter_save_scissor(blitter, &ctx->scissor);
+ util_blitter_save_fragment_shader(blitter, ctx->fs);
+ util_blitter_save_blend(blitter, ctx->blend);
+ util_blitter_save_depth_stencil_alpha(blitter, ctx->depth_stencil);
+ util_blitter_save_stencil_ref(blitter, &ctx->stencil_ref);
+ util_blitter_save_so_targets(blitter, 0, NULL);
/* For later */
-// util_blitter_save_sample_mask(ctx->blitter, ctx->sample_mask);
+// util_blitter_save_sample_mask(blitter, ctx->sample_mask);
- util_blitter_save_framebuffer(ctx->blitter, &ctx->pipe_framebuffer);
- util_blitter_save_fragment_sampler_states(ctx->blitter,
+ util_blitter_save_framebuffer(blitter, &ctx->pipe_framebuffer);
+ util_blitter_save_fragment_sampler_states(blitter,
ctx->sampler_count[PIPE_SHADER_FRAGMENT],
(void **)(&ctx->samplers[PIPE_SHADER_FRAGMENT]));
- util_blitter_save_fragment_sampler_views(ctx->blitter,
+ util_blitter_save_fragment_sampler_views(blitter,
ctx->sampler_view_count[PIPE_SHADER_FRAGMENT],
(struct pipe_sampler_view **)&ctx->sampler_views[PIPE_SHADER_FRAGMENT]);
}
/* TODO: Scissor */
- panfrost_blitter_save(ctx);
+ panfrost_blitter_save(ctx, ctx->blitter);
util_blitter_blit(ctx->blitter, info);
return true;
{
struct pipe_blit_info binfo = { };
- panfrost_blitter_save(ctx);
+ panfrost_blitter_save(ctx, ctx->blitter_wallpaper);
binfo.src.resource = binfo.dst.resource = ctx->pipe_framebuffer.cbufs[0]->texture;
binfo.src.level = binfo.dst.level = 0;
binfo.filter = PIPE_TEX_FILTER_LINEAR;
binfo.scissor_enable = FALSE;
- util_blitter_blit(ctx->blitter, &binfo);
+ util_blitter_blit(ctx->blitter_wallpaper, &binfo);
}