----- Original Message ----- > Isn't u_blit a candidate for removal considering it has no user in Mesa?
u_blit still has users outside mesa. And it provides features that pipe_context::blit does not: - util_blit_pixels() will call pipe_context::resource_copy for non-stretch blits, which is potentially faster than pipe_context::blit - util_blit_pixels_tex() allows to specify pipe_sampler_view::swizzle_? Ie., the ability to do textured quad blits from state tracker is something that will be often handy. The reasons I need custom pipe_sampler_view::swizzle_? is to simulate DX9 formats (which have ?, 1, 1, 1 swizlle; while gallium/OpenGL/D3D10 formats has ?, 0, 0, 1 swizzle). The only way to use pipe_context::blit would be to a) extend pipe_context::blit to receive pipe_sampler_view::swizzle_? b) add ?, 1, 1, 1 variants for all DX9 formats... Both seemed more work than what was worth. Jose > In any case, for the series: > > Reviewed-by: Marek Olšák <marek.ol...@amd.com> > > Marek > > On Tue, Sep 17, 2013 at 8:33 PM, <jfons...@vmware.com> wrote: > > From: José Fonseca <jfons...@vmware.com> > > > > This removes a lot of code, but not everything, as util_blit_pixels_tex > > is still useful when one needs to override pipe_sampler_view::swizzle_?. > > --- > > src/gallium/auxiliary/util/u_blit.c | 447 > > +++--------------------------------- > > 1 file changed, 37 insertions(+), 410 deletions(-) > > > > diff --git a/src/gallium/auxiliary/util/u_blit.c > > b/src/gallium/auxiliary/util/u_blit.c > > index e9bec4a..4ba71b9 100644 > > --- a/src/gallium/auxiliary/util/u_blit.c > > +++ b/src/gallium/auxiliary/util/u_blit.c > > @@ -57,29 +57,20 @@ struct blit_state > > struct pipe_context *pipe; > > struct cso_context *cso; > > > > - struct pipe_blend_state blend_write_color, blend_keep_color; > > + struct pipe_blend_state blend_write_color; > > struct pipe_depth_stencil_alpha_state dsa_keep_depthstencil; > > - struct pipe_depth_stencil_alpha_state dsa_write_depthstencil; > > - struct pipe_depth_stencil_alpha_state dsa_write_depth; > > - struct pipe_depth_stencil_alpha_state dsa_write_stencil; > > struct pipe_rasterizer_state rasterizer; > > struct pipe_sampler_state sampler; > > struct pipe_viewport_state viewport; > > struct pipe_vertex_element velem[2]; > > - enum pipe_texture_target internal_target; > > > > void *vs; > > void *fs[PIPE_MAX_TEXTURE_TYPES][TGSI_WRITEMASK_XYZW + 1]; > > - void *fs_depthstencil[PIPE_MAX_TEXTURE_TYPES]; > > - void *fs_depth[PIPE_MAX_TEXTURE_TYPES]; > > - void *fs_stencil[PIPE_MAX_TEXTURE_TYPES]; > > > > struct pipe_resource *vbuf; /**< quad vertices */ > > unsigned vbuf_slot; > > > > float vertices[4][2][4]; /**< vertex/texcoords for quad */ > > - > > - boolean has_stencil_export; > > }; > > > > > > @@ -103,20 +94,6 @@ util_create_blit(struct pipe_context *pipe, struct > > cso_context *cso) > > /* disabled blending/masking */ > > ctx->blend_write_color.rt[0].colormask = PIPE_MASK_RGBA; > > > > - /* depth stencil states */ > > - ctx->dsa_write_depth.depth.enabled = 1; > > - ctx->dsa_write_depth.depth.writemask = 1; > > - ctx->dsa_write_depth.depth.func = PIPE_FUNC_ALWAYS; > > - ctx->dsa_write_stencil.stencil[0].enabled = 1; > > - ctx->dsa_write_stencil.stencil[0].func = PIPE_FUNC_ALWAYS; > > - ctx->dsa_write_stencil.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE; > > - ctx->dsa_write_stencil.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE; > > - ctx->dsa_write_stencil.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE; > > - ctx->dsa_write_stencil.stencil[0].valuemask = 0xff; > > - ctx->dsa_write_stencil.stencil[0].writemask = 0xff; > > - ctx->dsa_write_depthstencil.depth = ctx->dsa_write_depth.depth; > > - ctx->dsa_write_depthstencil.stencil[0] = > > ctx->dsa_write_stencil.stencil[0]; > > - > > /* rasterizer */ > > ctx->rasterizer.cull_face = PIPE_FACE_NONE; > > ctx->rasterizer.half_pixel_center = 1; > > @@ -147,14 +124,6 @@ util_create_blit(struct pipe_context *pipe, struct > > cso_context *cso) > > ctx->vertices[i][1][3] = 1.0f; /* q */ > > } > > > > - if(pipe->screen->get_param(pipe->screen, PIPE_CAP_NPOT_TEXTURES)) > > - ctx->internal_target = PIPE_TEXTURE_2D; > > - else > > - ctx->internal_target = PIPE_TEXTURE_RECT; > > - > > - ctx->has_stencil_export = > > - pipe->screen->get_param(pipe->screen, > > PIPE_CAP_SHADER_STENCIL_EXPORT); > > - > > return ctx; > > } > > > > @@ -178,18 +147,6 @@ util_destroy_blit(struct blit_state *ctx) > > } > > } > > > > - for (i = 0; i < PIPE_MAX_TEXTURE_TYPES; i++) { > > - if (ctx->fs_depthstencil[i]) { > > - pipe->delete_fs_state(pipe, ctx->fs_depthstencil[i]); > > - } > > - if (ctx->fs_depth[i]) { > > - pipe->delete_fs_state(pipe, ctx->fs_depth[i]); > > - } > > - if (ctx->fs_stencil[i]) { > > - pipe->delete_fs_state(pipe, ctx->fs_stencil[i]); > > - } > > - } > > - > > pipe_resource_reference(&ctx->vbuf, NULL); > > > > FREE(ctx); > > @@ -217,63 +174,6 @@ set_fragment_shader(struct blit_state *ctx, uint > > writemask, > > > > > > /** > > - * Helper function to set the shader which writes depth and stencil. > > - */ > > -static INLINE void > > -set_depthstencil_fragment_shader(struct blit_state *ctx, > > - enum pipe_texture_target pipe_tex) > > -{ > > - if (!ctx->fs_depthstencil[pipe_tex]) { > > - unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex, 0); > > - > > - ctx->fs_depthstencil[pipe_tex] = > > - util_make_fragment_tex_shader_writedepthstencil(ctx->pipe, > > tgsi_tex, > > - > > TGSI_INTERPOLATE_LINEAR); > > - } > > - > > - cso_set_fragment_shader_handle(ctx->cso, > > ctx->fs_depthstencil[pipe_tex]); > > -} > > - > > - > > -/** > > - * Helper function to set the shader which writes depth. > > - */ > > -static INLINE void > > -set_depth_fragment_shader(struct blit_state *ctx, > > - enum pipe_texture_target pipe_tex) > > -{ > > - if (!ctx->fs_depth[pipe_tex]) { > > - unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex, 0); > > - > > - ctx->fs_depth[pipe_tex] = > > - util_make_fragment_tex_shader_writedepth(ctx->pipe, tgsi_tex, > > - > > TGSI_INTERPOLATE_LINEAR); > > - } > > - > > - cso_set_fragment_shader_handle(ctx->cso, ctx->fs_depth[pipe_tex]); > > -} > > - > > - > > -/** > > - * Helper function to set the shader which writes stencil. > > - */ > > -static INLINE void > > -set_stencil_fragment_shader(struct blit_state *ctx, > > - enum pipe_texture_target pipe_tex) > > -{ > > - if (!ctx->fs_stencil[pipe_tex]) { > > - unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex, 0); > > - > > - ctx->fs_stencil[pipe_tex] = > > - util_make_fragment_tex_shader_writestencil(ctx->pipe, tgsi_tex, > > - > > TGSI_INTERPOLATE_LINEAR); > > - } > > - > > - cso_set_fragment_shader_handle(ctx->cso, ctx->fs_stencil[pipe_tex]); > > -} > > - > > - > > -/** > > * Helper function to set the vertex shader. > > */ > > static INLINE void > > @@ -324,6 +224,9 @@ get_next_slot( struct blit_state *ctx ) > > /** > > * Setup vertex data for the textured quad we'll draw. > > * Note: y=0=top > > + * > > + * FIXME: We should call util_map_texcoords2d_onto_cubemap > > + * for cubemaps. > > */ > > static unsigned > > setup_vertex_data_tex(struct blit_state *ctx, > > @@ -451,21 +354,14 @@ util_blit_pixels(struct blit_state *ctx, > > uint writemask, uint zs_writemask) > > { > > struct pipe_context *pipe = ctx->pipe; > > - struct pipe_screen *screen = pipe->screen; > > enum pipe_format src_format, dst_format; > > - struct pipe_sampler_view *sampler_view = NULL; > > - struct pipe_sampler_view sv_templ; > > - struct pipe_surface *dst_surface; > > - struct pipe_framebuffer_state fb; > > const int srcW = abs(srcX1 - srcX0); > > const int srcH = abs(srcY1 - srcY0); > > - unsigned offset; > > boolean overlap; > > - float s0, t0, s1, t1; > > - boolean normalized; > > boolean is_stencil, is_depth, blit_depth, blit_stencil; > > const struct util_format_description *src_desc = > > util_format_description(src_tex->format); > > + struct pipe_blit_info info; > > > > assert(filter == PIPE_TEX_MIPFILTER_NEAREST || > > filter == PIPE_TEX_MIPFILTER_LINEAR); > > @@ -493,6 +389,12 @@ util_blit_pixels(struct blit_state *ctx, > > (!writemask && (blit_depth || blit_stencil))); > > > > /* > > + * XXX: z parameter is deprecated. dst->u.tex.first_layer > > + * specificies the destination layer. > > + */ > > + assert(z == 0.0f); > > + > > + /* > > * Check for simple case: no format conversion, no flipping, no > > stretching, > > * no overlapping, same number of samples. > > * Filter mode should not matter since there's no stretching. > > @@ -523,307 +425,32 @@ util_blit_pixels(struct blit_state *ctx, > > return; > > } > > > > - /* XXX Reading multisample textures is unimplemented. */ > > - assert(src_tex->nr_samples <= 1); > > - if (src_tex->nr_samples > 1) { > > - return; > > - } > > - > > - /* It's a mistake to call this function with a stencil format and > > - * without shader stencil export. We don't do software fallbacks here. > > - * Ignore stencil and only copy depth. > > - */ > > - if (blit_stencil && !ctx->has_stencil_export) { > > - blit_stencil = FALSE; > > - > > - if (!blit_depth) > > - return; > > - } > > - > > - if (dst_format == dst->format) { > > - dst_surface = dst; > > - } else { > > - struct pipe_surface templ = *dst; > > - templ.format = dst_format; > > - dst_surface = pipe->create_surface(pipe, dst->texture, &templ); > > - } > > - > > - /* Create a temporary texture when src and dest alias. > > - */ > > - if (src_tex == dst_surface->texture && > > - dst_surface->u.tex.level == src_level && > > - dst_surface->u.tex.first_layer == srcZ0) { > > - /* Make a temporary texture which contains a copy of the source > > pixels. > > - * Then we'll sample from the temporary texture. > > - */ > > - struct pipe_resource texTemp; > > - struct pipe_resource *tex; > > - struct pipe_sampler_view sv_templ; > > - struct pipe_box src_box; > > - const int srcLeft = MIN2(srcX0, srcX1); > > - const int srcTop = MIN2(srcY0, srcY1); > > - > > - if (srcLeft != srcX0) { > > - /* left-right flip */ > > - int tmp = dstX0; > > - dstX0 = dstX1; > > - dstX1 = tmp; > > - } > > - > > - if (srcTop != srcY0) { > > - /* up-down flip */ > > - int tmp = dstY0; > > - dstY0 = dstY1; > > - dstY1 = tmp; > > - } > > - > > - /* create temp texture */ > > - memset(&texTemp, 0, sizeof(texTemp)); > > - texTemp.target = ctx->internal_target; > > - texTemp.format = src_format; > > - texTemp.last_level = 0; > > - texTemp.width0 = srcW; > > - texTemp.height0 = srcH; > > - texTemp.depth0 = 1; > > - texTemp.array_size = 1; > > - texTemp.bind = PIPE_BIND_SAMPLER_VIEW; > > - > > - tex = screen->resource_create(screen, &texTemp); > > - if (!tex) > > - return; > > - > > - src_box.x = srcLeft; > > - src_box.y = srcTop; > > - src_box.z = srcZ0; > > - src_box.width = srcW; > > - src_box.height = srcH; > > - src_box.depth = 1; > > - /* load temp texture */ > > - pipe->resource_copy_region(pipe, > > - tex, 0, 0, 0, 0, /* dest */ > > - src_tex, src_level, &src_box); > > - > > - normalized = tex->target != PIPE_TEXTURE_RECT; > > - if(normalized) { > > - s0 = 0.0f; > > - s1 = 1.0f; > > - t0 = 0.0f; > > - t1 = 1.0f; > > - } > > - else { > > - s0 = 0.0f; > > - s1 = (float) srcW; > > - t0 = 0.0f; > > - t1 = (float) srcH; > > - } > > - > > - u_sampler_view_default_template(&sv_templ, tex, tex->format); > > - if (!blit_depth && blit_stencil) { > > - /* set a stencil-only format, e.g. Z24S8 --> X24S8 */ > > - sv_templ.format = util_format_stencil_only(tex->format); > > - assert(sv_templ.format != PIPE_FORMAT_NONE); > > - } > > - sampler_view = pipe->create_sampler_view(pipe, tex, &sv_templ); > > - > > - if (!sampler_view) { > > - pipe_resource_reference(&tex, NULL); > > - return; > > - } > > - pipe_resource_reference(&tex, NULL); > > - } > > - else { > > - /* Directly sample from the source resource/texture */ > > - u_sampler_view_default_template(&sv_templ, src_tex, src_format); > > - if (!blit_depth && blit_stencil) { > > - /* set a stencil-only format, e.g. Z24S8 --> X24S8 */ > > - sv_templ.format = util_format_stencil_only(src_format); > > - assert(sv_templ.format != PIPE_FORMAT_NONE); > > - } > > - sampler_view = pipe->create_sampler_view(pipe, src_tex, &sv_templ); > > - > > - if (!sampler_view) { > > - return; > > - } > > - > > - s0 = (float) srcX0; > > - s1 = (float) srcX1; > > - t0 = (float) srcY0; > > - t1 = (float) srcY1; > > - normalized = sampler_view->texture->target != PIPE_TEXTURE_RECT; > > - if(normalized) > > - { > > - s0 /= (float)(u_minify(sampler_view->texture->width0, > > src_level)); > > - s1 /= (float)(u_minify(sampler_view->texture->width0, > > src_level)); > > - t0 /= (float)(u_minify(sampler_view->texture->height0, > > src_level)); > > - t1 /= (float)(u_minify(sampler_view->texture->height0, > > src_level)); > > - } > > - } > > - > > - assert(screen->is_format_supported(screen, sampler_view->format, > > - ctx->internal_target, > > sampler_view->texture->nr_samples, > > - PIPE_BIND_SAMPLER_VIEW)); > > - assert(screen->is_format_supported(screen, dst_format, > > ctx->internal_target, > > - dst_surface->texture->nr_samples, > > - is_depth || is_stencil ? PIPE_BIND_DEPTH_STENCIL : > > - PIPE_BIND_RENDER_TARGET)); > > - > > - /* save state (restored below) */ > > - cso_save_blend(ctx->cso); > > - cso_save_depth_stencil_alpha(ctx->cso); > > - cso_save_rasterizer(ctx->cso); > > - cso_save_sample_mask(ctx->cso); > > - cso_save_samplers(ctx->cso, PIPE_SHADER_FRAGMENT); > > - cso_save_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT); > > - cso_save_stream_outputs(ctx->cso); > > - cso_save_viewport(ctx->cso); > > - cso_save_framebuffer(ctx->cso); > > - cso_save_fragment_shader(ctx->cso); > > - cso_save_vertex_shader(ctx->cso); > > - cso_save_geometry_shader(ctx->cso); > > - cso_save_vertex_elements(ctx->cso); > > - cso_save_aux_vertex_buffer_slot(ctx->cso); > > - cso_save_render_condition(ctx->cso); > > - > > - /* set misc state we care about */ > > - if (writemask) > > - cso_set_blend(ctx->cso, &ctx->blend_write_color); > > - else > > - cso_set_blend(ctx->cso, &ctx->blend_keep_color); > > - > > - cso_set_sample_mask(ctx->cso, ~0); > > - cso_set_rasterizer(ctx->cso, &ctx->rasterizer); > > - cso_set_vertex_elements(ctx->cso, 2, ctx->velem); > > - cso_set_stream_outputs(ctx->cso, 0, NULL, 0); > > - cso_set_render_condition(ctx->cso, NULL, FALSE, 0); > > - > > - /* default sampler state */ > > - ctx->sampler.normalized_coords = normalized; > > - ctx->sampler.min_img_filter = filter; > > - ctx->sampler.mag_img_filter = filter; > > - ctx->sampler.min_lod = (float) src_level; > > - ctx->sampler.max_lod = (float) src_level; > > - > > - /* Depth stencil state, fragment shader and sampler setup depending on > > what > > - * we blit. > > - */ > > - if (blit_depth && blit_stencil) { > > - cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, > > &ctx->sampler); > > - /* don't filter stencil */ > > - ctx->sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST; > > - ctx->sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST; > > - cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 1, > > &ctx->sampler); > > - > > - cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_write_depthstencil); > > - set_depthstencil_fragment_shader(ctx, > > sampler_view->texture->target); > > - } > > - else if (blit_depth) { > > - cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, > > &ctx->sampler); > > - cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_write_depth); > > - set_depth_fragment_shader(ctx, sampler_view->texture->target); > > - } > > - else if (blit_stencil) { > > - /* don't filter stencil */ > > - ctx->sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST; > > - ctx->sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST; > > - cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, > > &ctx->sampler); > > - > > - cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_write_stencil); > > - set_stencil_fragment_shader(ctx, sampler_view->texture->target); > > - } > > - else { /* color */ > > - cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, > > &ctx->sampler); > > - cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_keep_depthstencil); > > - set_fragment_shader(ctx, writemask, sampler_view->texture->target); > > - } > > - cso_single_sampler_done(ctx->cso, PIPE_SHADER_FRAGMENT); > > - > > - /* textures */ > > - if (blit_depth && blit_stencil) { > > - /* Setup two samplers, one for depth and the other one for stencil. > > */ > > - struct pipe_sampler_view templ; > > - struct pipe_sampler_view *views[2]; > > - > > - templ = *sampler_view; > > - templ.format = util_format_stencil_only(templ.format); > > - assert(templ.format != PIPE_FORMAT_NONE); > > - > > - views[0] = sampler_view; > > - views[1] = pipe->create_sampler_view(pipe, views[0]->texture, > > &templ); > > - cso_set_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT, 2, views); > > - > > - pipe_sampler_view_reference(&views[1], NULL); > > - } > > - else { > > - cso_set_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT, 1, > > &sampler_view); > > - } > > - > > - /* viewport */ > > - ctx->viewport.scale[0] = 0.5f * dst_surface->width; > > - ctx->viewport.scale[1] = 0.5f * dst_surface->height; > > - ctx->viewport.scale[2] = 0.5f; > > - ctx->viewport.scale[3] = 1.0f; > > - ctx->viewport.translate[0] = 0.5f * dst_surface->width; > > - ctx->viewport.translate[1] = 0.5f * dst_surface->height; > > - ctx->viewport.translate[2] = 0.5f; > > - ctx->viewport.translate[3] = 0.0f; > > - cso_set_viewport(ctx->cso, &ctx->viewport); > > - > > - set_vertex_shader(ctx); > > - cso_set_geometry_shader_handle(ctx->cso, NULL); > > - > > - /* drawing dest */ > > - memset(&fb, 0, sizeof(fb)); > > - fb.width = dst_surface->width; > > - fb.height = dst_surface->height; > > - if (blit_depth || blit_stencil) { > > - fb.zsbuf = dst_surface; > > - } else { > > - fb.nr_cbufs = 1; > > - fb.cbufs[0] = dst_surface; > > - } > > - cso_set_framebuffer(ctx->cso, &fb); > > - > > - /* draw quad */ > > - offset = setup_vertex_data_tex(ctx, > > - sampler_view->texture->target, > > - srcZ0 % 6, > > - (float) dstX0 / dst_surface->width * > > 2.0f - 1.0f, > > - (float) dstY0 / dst_surface->height * > > 2.0f - 1.0f, > > - (float) dstX1 / dst_surface->width * > > 2.0f - 1.0f, > > - (float) dstY1 / dst_surface->height * > > 2.0f - 1.0f, > > - s0, t0, > > - s1, t1, > > - z); > > - > > - if (ctx->vbuf) { > > - util_draw_vertex_buffer(ctx->pipe, ctx->cso, ctx->vbuf, > > - cso_get_aux_vertex_buffer_slot(ctx->cso), > > - offset, > > - PIPE_PRIM_TRIANGLE_FAN, > > - 4, /* verts */ > > - 2); /* attribs/vert */ > > - } > > - > > - /* restore state we changed */ > > - cso_restore_blend(ctx->cso); > > - cso_restore_depth_stencil_alpha(ctx->cso); > > - cso_restore_rasterizer(ctx->cso); > > - cso_restore_sample_mask(ctx->cso); > > - cso_restore_samplers(ctx->cso, PIPE_SHADER_FRAGMENT); > > - cso_restore_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT); > > - cso_restore_viewport(ctx->cso); > > - cso_restore_framebuffer(ctx->cso); > > - cso_restore_fragment_shader(ctx->cso); > > - cso_restore_vertex_shader(ctx->cso); > > - cso_restore_geometry_shader(ctx->cso); > > - cso_restore_vertex_elements(ctx->cso); > > - cso_restore_aux_vertex_buffer_slot(ctx->cso); > > - cso_restore_stream_outputs(ctx->cso); > > - cso_restore_render_condition(ctx->cso); > > - > > - pipe_sampler_view_reference(&sampler_view, NULL); > > - if (dst_surface != dst) > > - pipe_surface_reference(&dst_surface, NULL); > > + memset(&info, 0, sizeof info); > > + info.dst.resource = dst->texture; > > + info.dst.level = dst->u.tex.level; > > + info.dst.box.x = dstX0; > > + info.dst.box.y = dstY0; > > + info.dst.box.z = dst->u.tex.first_layer; > > + info.dst.box.width = dstX1 - dstX0; > > + info.dst.box.height = dstY1 - dstY0; > > + assert(info.dst.box.width >= 0); > > + assert(info.dst.box.height >= 0); > > + info.dst.box.depth = 1; > > + info.dst.format = dst->texture->format; > > + info.src.resource = src_tex; > > + info.src.level = src_level; > > + info.src.box.x = srcX0; > > + info.src.box.y = srcY0; > > + info.src.box.z = srcZ0; > > + info.src.box.width = srcX1 - srcX0; > > + info.src.box.height = srcY1 - srcY0; > > + info.src.box.depth = 1; > > + info.src.format = src_tex->format; > > + info.mask = writemask | (zs_writemask << 4); > > + info.filter = filter; > > + info.scissor_enable = 0; > > + > > + pipe->blit(pipe, &info); > > } > > > > > > -- > > 1.8.1.2 > > > > _______________________________________________ > > mesa-dev mailing list > > mesa-dev@lists.freedesktop.org > > http://lists.freedesktop.org/mailman/listinfo/mesa-dev > _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev