return;
}
+ util_blitter_save_blend(ctx->blitter, ctx->gfx_pipeline_state.blend_state);
+ util_blitter_save_depth_stencil_alpha(ctx->blitter, ctx->gfx_pipeline_state.depth_stencil_alpha_state);
+ util_blitter_save_vertex_elements(ctx->blitter, ctx->element_state);
+ util_blitter_save_stencil_ref(ctx->blitter, &ctx->stencil_ref);
+ util_blitter_save_rasterizer(ctx->blitter, ctx->gfx_pipeline_state.rast_state);
+ util_blitter_save_fragment_shader(ctx->blitter, ctx->gfx_stages[PIPE_SHADER_FRAGMENT]);
+ util_blitter_save_vertex_shader(ctx->blitter, ctx->gfx_stages[PIPE_SHADER_VERTEX]);
+ util_blitter_save_framebuffer(ctx->blitter, &ctx->fb_state);
+ util_blitter_save_viewport(ctx->blitter, ctx->viewport_states);
+ util_blitter_save_scissor(ctx->blitter, ctx->scissor_states);
+ util_blitter_save_fragment_sampler_states(ctx->blitter,
+ ctx->num_samplers[PIPE_SHADER_FRAGMENT],
+ (void **)ctx->samplers[PIPE_SHADER_FRAGMENT]);
+ util_blitter_save_fragment_sampler_views(ctx->blitter,
+ ctx->num_image_views[PIPE_SHADER_FRAGMENT],
+ ctx->image_views[PIPE_SHADER_FRAGMENT]);
util_blitter_save_fragment_constant_buffer_slot(ctx->blitter, ctx->ubos[PIPE_SHADER_FRAGMENT]);
util_blitter_save_vertex_buffer_slot(ctx->blitter, ctx->buffers);
- util_blitter_save_vertex_shader(ctx->blitter, ctx->gfx_stages[PIPE_SHADER_VERTEX]);
- util_blitter_save_fragment_shader(ctx->blitter, ctx->gfx_stages[PIPE_SHADER_FRAGMENT]);
- util_blitter_save_rasterizer(ctx->blitter, ctx->gfx_pipeline_state.rast_state);
+ util_blitter_save_sample_mask(ctx->blitter, ctx->gfx_pipeline_state.sample_mask);
util_blitter_blit(ctx->blitter, info);
return;