emit_blit_or_clear_texture(ctx, ring, &info, color);
}
-static bool handle_rgba_blit(struct fd_context *ctx, const struct pipe_blit_info *info);
+static bool
+handle_rgba_blit(struct fd_context *ctx, const struct pipe_blit_info *info)
+{
+ struct fd_batch *batch;
+
+ debug_assert(!(info->mask & PIPE_MASK_ZS));
+
+ if (!can_do_blit(info))
+ return false;
+
+ fd_fence_ref(&ctx->last_fence, NULL);
+
+ batch = fd_bc_alloc_batch(&ctx->screen->batch_cache, ctx, true);
+
+ fd6_emit_restore(batch, batch->draw);
+ fd6_emit_lrz_flush(batch->draw);
+
+ mtx_lock(&ctx->screen->lock);
+
+ fd_batch_resource_used(batch, fd_resource(info->src.resource), false);
+ fd_batch_resource_used(batch, fd_resource(info->dst.resource), true);
+
+ mtx_unlock(&ctx->screen->lock);
+
+ emit_setup(batch);
+
+ if ((info->src.resource->target == PIPE_BUFFER) &&
+ (info->dst.resource->target == PIPE_BUFFER)) {
+ assert(fd_resource(info->src.resource)->layout.tile_mode == TILE6_LINEAR);
+ assert(fd_resource(info->dst.resource)->layout.tile_mode == TILE6_LINEAR);
+ emit_blit_buffer(ctx, batch->draw, info);
+ } else {
+ /* I don't *think* we need to handle blits between buffer <-> !buffer */
+ debug_assert(info->src.resource->target != PIPE_BUFFER);
+ debug_assert(info->dst.resource->target != PIPE_BUFFER);
+ emit_blit_or_clear_texture(ctx, batch->draw, info, NULL);
+ }
+
+ fd6_event_write(batch, batch->draw, 0x1d, true);
+ fd6_event_write(batch, batch->draw, FACENESS_FLUSH, true);
+ fd6_event_write(batch, batch->draw, CACHE_FLUSH_TS, true);
+ fd6_cache_inv(batch, batch->draw);
+
+ fd_resource(info->dst.resource)->valid = true;
+ batch->needs_flush = true;
+
+ fd_batch_flush(batch, false);
+ fd_batch_reference(&batch, NULL);
+
+ return true;
+}
/**
* Re-written z/s blits can still fail for various reasons (for example MSAA).
}
}
-static bool
-handle_rgba_blit(struct fd_context *ctx, const struct pipe_blit_info *info)
-{
- struct fd_batch *batch;
-
- debug_assert(!(info->mask & PIPE_MASK_ZS));
-
- if (!can_do_blit(info))
- return false;
-
- fd_fence_ref(&ctx->last_fence, NULL);
-
- batch = fd_bc_alloc_batch(&ctx->screen->batch_cache, ctx, true);
-
- fd6_emit_restore(batch, batch->draw);
- fd6_emit_lrz_flush(batch->draw);
-
- mtx_lock(&ctx->screen->lock);
-
- fd_batch_resource_used(batch, fd_resource(info->src.resource), false);
- fd_batch_resource_used(batch, fd_resource(info->dst.resource), true);
-
- mtx_unlock(&ctx->screen->lock);
-
- emit_setup(batch);
-
- if ((info->src.resource->target == PIPE_BUFFER) &&
- (info->dst.resource->target == PIPE_BUFFER)) {
- assert(fd_resource(info->src.resource)->layout.tile_mode == TILE6_LINEAR);
- assert(fd_resource(info->dst.resource)->layout.tile_mode == TILE6_LINEAR);
- emit_blit_buffer(ctx, batch->draw, info);
- } else {
- /* I don't *think* we need to handle blits between buffer <-> !buffer */
- debug_assert(info->src.resource->target != PIPE_BUFFER);
- debug_assert(info->dst.resource->target != PIPE_BUFFER);
- emit_blit_or_clear_texture(ctx, batch->draw, info, NULL);
- }
-
- fd6_event_write(batch, batch->draw, 0x1d, true);
- fd6_event_write(batch, batch->draw, FACENESS_FLUSH, true);
- fd6_event_write(batch, batch->draw, CACHE_FLUSH_TS, true);
- fd6_cache_inv(batch, batch->draw);
-
- fd_resource(info->dst.resource)->valid = true;
- batch->needs_flush = true;
-
- fd_batch_flush(batch, false);
- fd_batch_reference(&batch, NULL);
-
- return true;
-}
-
static bool
fd6_blit(struct fd_context *ctx, const struct pipe_blit_info *info)
{