nvfx: support using blitter to copy depth/stencil resources, fix Heaven

We might want to copy them as color ones though.

Also works around crash in Unigine Heaven due to failing to allocate
a 64 MB temporary in GART for a CPU copy.

Unigine Heaven now works on nv40, albeit with very heavy glitches (with
the floating branch with render_hdr 0).
This commit is contained in:
Luca Barbieri 2010-09-04 23:20:33 +02:00
parent 6dc71d6aa5
commit 9fc50968ad
1 changed files with 8 additions and 1 deletions

View File

@ -251,8 +251,15 @@ nvfx_resource_copy_region(struct pipe_context *pipe,
ret = nv04_region_copy_2d(ctx, &dst, &src, w, h, dst_to_gpu, src_on_gpu);
if(!ret)
{}
else if(ret > 0 && dstr->bind & PIPE_BIND_RENDER_TARGET && srcr->bind & PIPE_BIND_SAMPLER_VIEW)
else if(ret > 0
&& dstr->bind & (PIPE_BIND_RENDER_TARGET | PIPE_BIND_DEPTH_STENCIL)
&& srcr->bind & PIPE_BIND_SAMPLER_VIEW)
{
/* this currently works because we hack the bind flags on resource creation to be
* the maximum set that the resource type actually supports
*
* TODO: perhaps support reinterpreting the formats
*/
struct blitter_context* blitter = nvfx_get_blitter(pipe, 1);
util_blitter_copy_region(blitter, dstr, subdst, dstx, dsty, dstz, srcr, subsrc, srcx, srcy, srcz, w, h, TRUE);
nvfx_put_blitter(pipe, blitter);