Lines Matching refs:v3d
40 v3d_blitter_save(struct v3d_context *v3d, bool op_blit)
42 util_blitter_save_fragment_constant_buffer_slot(v3d->blitter,
43 v3d->constbuf[PIPE_SHADER_FRAGMENT].cb);
44 util_blitter_save_vertex_buffer_slot(v3d->blitter, v3d->vertexbuf.vb);
45 util_blitter_save_vertex_elements(v3d->blitter, v3d->vtx);
46 util_blitter_save_vertex_shader(v3d->blitter, v3d->prog.bind_vs);
47 util_blitter_save_geometry_shader(v3d->blitter, v3d->prog.bind_gs);
48 util_blitter_save_so_targets(v3d->blitter, v3d->streamout.num_targets,
49 v3d->streamout.targets);
50 util_blitter_save_rasterizer(v3d->blitter, v3d->rasterizer);
51 util_blitter_save_viewport(v3d->blitter, &v3d->viewport);
52 util_blitter_save_fragment_shader(v3d->blitter, v3d->prog.bind_fs);
53 util_blitter_save_blend(v3d->blitter, v3d->blend);
54 util_blitter_save_depth_stencil_alpha(v3d->blitter, v3d->zsa);
55 util_blitter_save_stencil_ref(v3d->blitter, &v3d->stencil_ref);
56 util_blitter_save_sample_mask(v3d->blitter, v3d->sample_mask, 0);
57 util_blitter_save_so_targets(v3d->blitter, v3d->streamout.num_targets,
58 v3d->streamout.targets);
61 util_blitter_save_scissor(v3d->blitter, &v3d->scissor);
62 util_blitter_save_framebuffer(v3d->blitter, &v3d->framebuffer);
63 util_blitter_save_fragment_sampler_states(v3d->blitter,
64 v3d->tex[PIPE_SHADER_FRAGMENT].num_samplers,
65 (void **)v3d->tex[PIPE_SHADER_FRAGMENT].samplers);
66 util_blitter_save_fragment_sampler_views(v3d->blitter,
67 v3d->tex[PIPE_SHADER_FRAGMENT].num_textures,
68 v3d->tex[PIPE_SHADER_FRAGMENT].textures);
75 struct v3d_context *v3d = v3d_context(ctx);
116 if (!util_blitter_is_blit_supported(v3d->blitter, info)) {
123 v3d_blitter_save(v3d, true);
124 util_blitter_blit(v3d->blitter, info);
136 struct v3d_context *v3d = v3d_context(ctx);
191 v3d_blitter_save(v3d, true);
192 util_blitter_blit_generic(v3d->blitter, dst_surf, &info->dst.box,
217 struct v3d_context *v3d = v3d_context(pctx);
218 struct v3d_screen *screen = v3d->screen;
262 v3d_flush_jobs_writing_resource(v3d, psrc, V3D_FLUSH_DEFAULT, false);
263 v3d_flush_jobs_reading_resource(v3d, pdst, V3D_FLUSH_DEFAULT, false);
271 .in_sync = v3d->out_sync,
272 .out_sync = v3d->out_sync,
426 struct v3d_context *v3d = v3d_context(pctx);
427 struct v3d_screen *screen = v3d->screen;
471 v3d_flush_jobs_writing_resource(v3d, info->src.resource, V3D_FLUSH_DEFAULT, false);
505 struct v3d_job *job = v3d_get_job(v3d,
551 v3d41_start_binning(v3d, job);
553 v3d_job_submit(v3d, job);
567 struct v3d_context *v3d = v3d_context(pctx);
570 if (v3d->sand8_blit_vs)
571 return v3d->sand8_blit_vs;
598 v3d->sand8_blit_vs = pctx->create_vs_state(pctx, &shader_tmpl);
600 return v3d->sand8_blit_vs;
611 struct v3d_context *v3d = v3d_context(pctx);
617 cached_shader = &v3d->sand8_blit_fs_luma;
620 cached_shader = &v3d->sand8_blit_fs_chroma;
752 struct v3d_context *v3d = v3d_context(pctx);
774 v3d_blitter_save(v3d, true);
788 util_blitter_unset_running_flag(v3d->blitter);
824 util_blitter_custom_shader(v3d->blitter, dst_surf,
828 util_blitter_restore_textures(v3d->blitter);
829 util_blitter_restore_constant_buffer_state(v3d->blitter);
849 struct v3d_context *v3d = v3d_context(pctx);
867 v3d_flush_jobs_writing_resource(v3d, info.dst.resource,