}
+static void lp_blit(struct pipe_context *pipe,
+ const struct pipe_blit_info *blit_info)
+{
+ struct llvmpipe_context *lp = llvmpipe_context(pipe);
+ struct pipe_blit_info info = *blit_info;
+
+ 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("llvmpipe: color resolve unimplemented\n");
+ return;
+ }
+
+ if (util_try_blit_via_copy_region(pipe, &info)) {
+ return; /* done */
+ }
+
+ if (info.mask & PIPE_MASK_S) {
+ debug_printf("llvmpipe: cannot blit stencil, skipping\n");
+ info.mask &= ~PIPE_MASK_S;
+ }
+
+ if (!util_blitter_is_blit_supported(lp->blitter, &info)) {
+ debug_printf("llvmpipe: 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(lp->blitter, lp->num_vertex_buffers,
+ lp->vertex_buffer);
+ util_blitter_save_vertex_elements(lp->blitter, (void*)lp->velems);
+ util_blitter_save_vertex_shader(lp->blitter, (void*)lp->vs);
+ util_blitter_save_geometry_shader(lp->blitter, (void*)lp->gs);
+ /*util_blitter_save_so_targets(lp->blitter, lp->num_so_targets,
+ (struct pipe_stream_output_target**)lp->so_targets);*/
+ util_blitter_save_rasterizer(lp->blitter, (void*)lp->rasterizer);
+ util_blitter_save_viewport(lp->blitter, &lp->viewport);
+ util_blitter_save_scissor(lp->blitter, &lp->scissor);
+ util_blitter_save_fragment_shader(lp->blitter, lp->fs);
+ util_blitter_save_blend(lp->blitter, (void*)lp->blend);
+ util_blitter_save_depth_stencil_alpha(lp->blitter, (void*)lp->depth_stencil);
+ util_blitter_save_stencil_ref(lp->blitter, &lp->stencil_ref);
+ /*util_blitter_save_sample_mask(sp->blitter, lp->sample_mask);*/
+ util_blitter_save_framebuffer(lp->blitter, &lp->framebuffer);
+ util_blitter_save_fragment_sampler_states(lp->blitter,
+ lp->num_samplers[PIPE_SHADER_FRAGMENT],
+ (void**)lp->samplers[PIPE_SHADER_FRAGMENT]);
+ util_blitter_save_fragment_sampler_views(lp->blitter,
+ lp->num_sampler_views[PIPE_SHADER_FRAGMENT],
+ lp->sampler_views[PIPE_SHADER_FRAGMENT]);
+ util_blitter_save_render_condition(lp->blitter, lp->render_cond_query,
+ lp->render_cond_mode);
+ util_blitter_blit(lp->blitter, &info);
+}
+
+
void
llvmpipe_init_surface_functions(struct llvmpipe_context *lp)
{
lp->pipe.resource_copy_region = lp_resource_copy;
lp->pipe.clear_render_target = util_clear_render_target;
lp->pipe.clear_depth_stencil = util_clear_depth_stencil;
+ lp->pipe.blit = lp_blit;
}