Searched refs:blitting (Results 1 – 25 of 91) sorted by relevance
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532 ctx->blitting = true; in zink_clear_texture()537 ctx->blitting = false; in zink_clear_texture()556 ctx->blitting = true; in zink_clear_texture()562 ctx->blitting = false; in zink_clear_texture()628 ctx->blitting = true; in zink_clear_render_target()631 ctx->blitting = false; in zink_clear_render_target()645 bool blitting = ctx->blitting; in zink_clear_depth_stencil() local657 if (!blitting) { in zink_clear_depth_stencil()661 ctx->blitting = true; in zink_clear_depth_stencil()666 if (!cur_attachment && !blitting) { in zink_clear_depth_stencil()[all …]
458 bool use_tc_info = !ctx->blitting && ctx->track_renderpasses; in get_render_pass()769 bool blitting = ctx->blitting; in zink_render_msaa_expand() local792 ctx->blitting = false; in zink_render_msaa_expand()794 ctx->blitting = true; in zink_render_msaa_expand()808 ctx->blitting = false; in zink_render_msaa_expand()809 if (blitting) { in zink_render_msaa_expand()813 ctx->blitting = blitting; in zink_render_msaa_expand()
368 if (ctx->memory_barrier && !ctx->blitting) in zink_draw()371 if (unlikely(ctx->buffer_rebind_counter < screen->buffer_rebind_counter && !ctx->blitting)) { in zink_draw()376 if (unlikely(ctx->image_rebind_counter < screen->image_rebind_counter && !ctx->blitting)) { in zink_draw()428 if (!ctx->blitting) in zink_draw()851 if (ctx->blitting) { in zink_draw()
84 return ctx->blitting || tc_renderpass_info_is_zsbuf_used(&ctx->dynamic_fb.tc_info); in zink_is_zsbuf_used()
446 ctx->blitting = true; in zink_blit()474 ctx->blitting = false; in zink_blit()
89 This suggests that, for non-blitting drivers, resetting your "might be used on243 of the VBO -- it is important that a blitting driver make use of the flush381 * Non-blitting drivers must track the valid range of a freshly allocated buffer386 * Non-blitting drivers must reallocate storage on ``glBufferData(NULL)`` so that396 blitting too much data. (When that bit is unset, you just blit the whole399 * Buffer valid range tracking in non-blitting drivers must use the
6 // blit.metal: Implements blitting texture content to current frame buffer.36 bool dstLuminance; // destination texture is luminance. Unused by depth & stencil blitting.182 // Depth & stencil blitting.
81 - radeonsi: fix blitting the last 2 mipmap levels of compressed
74 - i965: Mark depth surfaces as needing a HiZ resolve after blitting
85 - nvc0: fix blitting red to srgb8_alpha
72 - i965: Export format comparison for blitting between miptrees
68 - meta: Fix blitting a framebuffer with renderbuffer attachment
40 - radv: blitting 3D images with linear filter
157 - i915: Remember to call intel_prepare_render() before blitting
113 - radeonsi: don't convert L8A8 to R8A8 when blitting via compute to fix gfx7
105 - mesa: Fix FB blitting in case of zero size src or dst rect
117 - zink: use general-layout when blitting to/from same resource
25 // Assume only one direction; x. We are blitting from source to destination either flipped or
84 // When blitting with the fragment shader, the input coordinates are within the blit area.
83 KHR-GLES32.core.geometry_shader.blitting.layered_nonlayered84 KHR-GLES32.core.geometry_shader.blitting.nonlayered_layered85 KHR-GLES32.core.geometry_shader.blitting.layered_layered
92 Bounding box values should not affect blitting.
127 surface creation, memory management, 2D blitting, simple