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@@ -1166,11 +1166,25 @@ zink_blit(struct pipe_context *pctx, |
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return; |
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} |
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util_blitter_save_blend(ctx->blitter, ctx->gfx_pipeline_state.blend_state); |
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util_blitter_save_depth_stencil_alpha(ctx->blitter, ctx->gfx_pipeline_state.depth_stencil_alpha_state); |
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util_blitter_save_vertex_elements(ctx->blitter, ctx->element_state); |
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util_blitter_save_stencil_ref(ctx->blitter, &ctx->stencil_ref); |
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util_blitter_save_rasterizer(ctx->blitter, ctx->gfx_pipeline_state.rast_state); |
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util_blitter_save_fragment_shader(ctx->blitter, ctx->gfx_stages[PIPE_SHADER_FRAGMENT]); |
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util_blitter_save_vertex_shader(ctx->blitter, ctx->gfx_stages[PIPE_SHADER_VERTEX]); |
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util_blitter_save_framebuffer(ctx->blitter, &ctx->fb_state); |
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util_blitter_save_viewport(ctx->blitter, ctx->viewport_states); |
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util_blitter_save_scissor(ctx->blitter, ctx->scissor_states); |
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util_blitter_save_fragment_sampler_states(ctx->blitter, |
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ctx->num_samplers[PIPE_SHADER_FRAGMENT], |
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(void **)ctx->samplers[PIPE_SHADER_FRAGMENT]); |
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util_blitter_save_fragment_sampler_views(ctx->blitter, |
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ctx->num_image_views[PIPE_SHADER_FRAGMENT], |
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ctx->image_views[PIPE_SHADER_FRAGMENT]); |
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util_blitter_save_fragment_constant_buffer_slot(ctx->blitter, ctx->ubos[PIPE_SHADER_FRAGMENT]); |
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util_blitter_save_vertex_buffer_slot(ctx->blitter, ctx->buffers); |
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util_blitter_save_vertex_shader(ctx->blitter, ctx->gfx_stages[PIPE_SHADER_VERTEX]); |
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util_blitter_save_fragment_shader(ctx->blitter, ctx->gfx_stages[PIPE_SHADER_FRAGMENT]); |
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util_blitter_save_rasterizer(ctx->blitter, ctx->gfx_pipeline_state.rast_state); |
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util_blitter_save_sample_mask(ctx->blitter, ctx->gfx_pipeline_state.sample_mask); |
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util_blitter_blit(ctx->blitter, info); |
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return; |