}
for (unsigned i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; ++i) {
dst_irb = intel_renderbuffer(ctx->DrawBuffer->_ColorDrawBuffers[i]);
- do_blorp_blit(intel, buffer_bit, src_irb, dst_irb, srcX0, srcY0,
- dstX0, dstY0, dstX1, dstY1, mirror_x, mirror_y);
+ if (dst_irb)
+ do_blorp_blit(intel, buffer_bit, src_irb, dst_irb, srcX0, srcY0,
+ dstX0, dstY0, dstX1, dstY1, mirror_x, mirror_y);
}
break;
case GL_DEPTH_BUFFER_BIT:
GLbitfield mask, GLenum filter)
{
if (mask & GL_COLOR_BUFFER_BIT) {
+ GLint i;
const struct gl_framebuffer *drawFb = ctx->DrawBuffer;
const struct gl_framebuffer *readFb = ctx->ReadBuffer;
- const struct gl_renderbuffer_attachment *drawAtt =
- &drawFb->Attachment[drawFb->_ColorDrawBufferIndexes[0]];
+ const struct gl_renderbuffer_attachment *drawAtt;
struct intel_renderbuffer *srcRb =
intel_renderbuffer(readFb->_ColorReadBuffer);
- /* If the source and destination are the same size with no
- mirroring, the rectangles are within the size of the
- texture and there is no scissor then we can use
- glCopyTexSubimage2D to implement the blit. This will end
- up as a fast hardware blit on some drivers */
- if (srcRb && drawAtt && drawAtt->Texture &&
- srcX0 - srcX1 == dstX0 - dstX1 &&
- srcY0 - srcY1 == dstY0 - dstY1 &&
- srcX1 >= srcX0 &&
- srcY1 >= srcY0 &&
- srcX0 >= 0 && srcX1 <= readFb->Width &&
- srcY0 >= 0 && srcY1 <= readFb->Height &&
- dstX0 >= 0 && dstX1 <= drawFb->Width &&
- dstY0 >= 0 && dstY1 <= drawFb->Height &&
- !ctx->Scissor.Enabled) {
- const struct gl_texture_object *texObj = drawAtt->Texture;
- const GLuint dstLevel = drawAtt->TextureLevel;
- const GLenum target = texObj->Target;
-
- struct gl_texture_image *texImage =
- _mesa_select_tex_image(ctx, texObj, target, dstLevel);
-
- if (intel_copy_texsubimage(intel_context(ctx),
- intel_texture_image(texImage),
- dstX0, dstY0,
- srcRb,
- srcX0, srcY0,
- srcX1 - srcX0, /* width */
- srcY1 - srcY0))
- mask &= ~GL_COLOR_BUFFER_BIT;
+ /* If the source and destination are the same size with no mirroring,
+ * the rectangles are within the size of the texture and there is no
+ * scissor then we can use glCopyTexSubimage2D to implement the blit.
+ * This will end up as a fast hardware blit on some drivers.
+ */
+ const GLboolean use_intel_copy_texsubimage =
+ srcX0 - srcX1 == dstX0 - dstX1 &&
+ srcY0 - srcY1 == dstY0 - dstY1 &&
+ srcX1 >= srcX0 &&
+ srcY1 >= srcY0 &&
+ srcX0 >= 0 && srcX1 <= readFb->Width &&
+ srcY0 >= 0 && srcY1 <= readFb->Height &&
+ dstX0 >= 0 && dstX1 <= drawFb->Width &&
+ dstY0 >= 0 && dstY1 <= drawFb->Height &&
+ !ctx->Scissor.Enabled;
+
+ /* Verify that all the draw buffers can be blitted using
+ * intel_copy_texsubimage().
+ */
+ for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
+ int idx = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];
+ if (idx == -1)
+ continue;
+ drawAtt = &drawFb->Attachment[idx];
+
+ if (srcRb && drawAtt && drawAtt->Texture &&
+ use_intel_copy_texsubimage)
+ continue;
+ else
+ return mask;
}
+
+ /* Blit to all active draw buffers */
+ for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
+ int idx = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];
+ if (idx == -1)
+ continue;
+ drawAtt = &drawFb->Attachment[idx];
+
+ {
+ const struct gl_texture_object *texObj = drawAtt->Texture;
+ const GLuint dstLevel = drawAtt->TextureLevel;
+ const GLenum target = texObj->Target;
+
+ struct gl_texture_image *texImage =
+ _mesa_select_tex_image(ctx, texObj, target, dstLevel);
+
+ if (!intel_copy_texsubimage(intel_context(ctx),
+ intel_texture_image(texImage),
+ dstX0, dstY0,
+ srcRb,
+ srcX0, srcY0,
+ srcX1 - srcX0, /* width */
+ srcY1 - srcY0))
+ return mask;
+ }
+ }
+
+ mask &= ~GL_COLOR_BUFFER_BIT;
}
return mask;