i965: Use a new miptree to avoid software fallbacks due to drawing offset.
When attaching a small mipmap level to an FBO, the original gen4 didn't have the bits to support rendering to it. Instead of falling back, just blit it to a new little miptree just for it, and let it get revalidated into the stack later just like any other new teximage. Bug #30365.
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@ -80,33 +80,6 @@ static GLboolean do_check_fallback(struct brw_context *brw)
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return GL_TRUE;
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}
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/* _NEW_BUFFERS */
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if (!brw->has_surface_tile_offset) {
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for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
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struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[i];
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struct intel_renderbuffer *irb = intel_renderbuffer(rb);
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/* The original gen4 hardware couldn't set up WM surfaces pointing
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* at an offset within a tile, which can happen when rendering to
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* anything but the base level of a texture or the +X face/0 depth.
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* This was fixed with the 4 Series hardware.
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*
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* For these original chips, you would have to make the depth and
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* color destination surfaces include information on the texture
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* type, LOD, face, and various limits to use them as a destination.
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* I would have done this, but there's also a nasty requirement that
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* the depth and the color surfaces all be of the same LOD, which
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* may be a worse requirement than this alignment. (Also, we may
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* want to just demote the texture to untiled, instead).
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*/
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if (irb->region && irb->region->tiling != I915_TILING_NONE &&
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(irb->region->draw_offset & 4095)) {
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DBG("FALLBACK: non-tile-aligned destination for tiled FBO\n");
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return GL_TRUE;
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}
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}
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}
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return GL_FALSE;
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}
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@ -117,7 +90,7 @@ static void check_fallback(struct brw_context *brw)
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const struct brw_tracked_state brw_check_fallback = {
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.dirty = {
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.mesa = _NEW_BUFFERS | _NEW_RENDERMODE | _NEW_TEXTURE | _NEW_STENCIL,
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.mesa = _NEW_RENDERMODE | _NEW_TEXTURE | _NEW_STENCIL,
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.brw = 0,
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.cache = 0
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},
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@ -45,6 +45,9 @@
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#include "intel_regions.h"
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#include "intel_tex.h"
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#include "intel_span.h"
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#ifndef I915
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#include "brw_context.h"
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#endif
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#define FILE_DEBUG_FLAG DEBUG_FBO
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@ -421,6 +424,24 @@ intel_wrap_texture(struct gl_context * ctx, struct gl_texture_image *texImage)
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return irb;
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}
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static void
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intel_set_draw_offset_for_image(struct intel_texture_image *intel_image,
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int zoffset)
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{
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struct intel_mipmap_tree *mt = intel_image->mt;
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unsigned int dst_x, dst_y;
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/* compute offset of the particular 2D image within the texture region */
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intel_miptree_get_image_offset(intel_image->mt,
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intel_image->level,
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intel_image->face,
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zoffset,
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&dst_x, &dst_y);
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mt->region->draw_offset = (dst_y * mt->region->pitch + dst_x) * mt->cpp;
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mt->region->draw_x = dst_x;
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mt->region->draw_y = dst_y;
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}
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/**
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* Called by glFramebufferTexture[123]DEXT() (and other places) to
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@ -433,11 +454,11 @@ intel_render_texture(struct gl_context * ctx,
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struct gl_framebuffer *fb,
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struct gl_renderbuffer_attachment *att)
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{
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struct intel_context *intel = intel_context(ctx);
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struct gl_texture_image *newImage
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= att->Texture->Image[att->CubeMapFace][att->TextureLevel];
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struct intel_renderbuffer *irb = intel_renderbuffer(att->Renderbuffer);
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struct intel_texture_image *intel_image;
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GLuint dst_x, dst_y;
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(void) fb;
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@ -483,19 +504,52 @@ intel_render_texture(struct gl_context * ctx,
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intel_region_reference(&irb->region, intel_image->mt->region);
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}
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/* compute offset of the particular 2D image within the texture region */
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intel_miptree_get_image_offset(intel_image->mt,
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att->TextureLevel,
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att->CubeMapFace,
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att->Zoffset,
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&dst_x, &dst_y);
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intel_image->mt->region->draw_offset = (dst_y * intel_image->mt->region->pitch +
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dst_x) * intel_image->mt->cpp;
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intel_image->mt->region->draw_x = dst_x;
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intel_image->mt->region->draw_y = dst_y;
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intel_set_draw_offset_for_image(intel_image, att->Zoffset);
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intel_image->used_as_render_target = GL_TRUE;
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#ifndef I915
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if (!brw_context(ctx)->has_surface_tile_offset &&
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(intel_image->mt->region->draw_offset & 4095) != 0) {
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/* Original gen4 hardware couldn't draw to a non-tile-aligned
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* destination in a miptree unless you actually setup your
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* renderbuffer as a miptree and used the fragile
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* lod/array_index/etc. controls to select the image. So,
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* instead, we just make a new single-level miptree and render
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* into that.
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*/
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struct intel_mipmap_tree *old_mt = intel_image->mt;
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struct intel_mipmap_tree *new_mt;
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int comp_byte = 0, texel_bytes;
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if (_mesa_is_format_compressed(intel_image->base.TexFormat))
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comp_byte = intel_compressed_num_bytes(intel_image->base.TexFormat);
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texel_bytes = _mesa_get_format_bytes(intel_image->base.TexFormat);
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new_mt = intel_miptree_create(intel, newImage->TexObject->Target,
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intel_image->base._BaseFormat,
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intel_image->base.InternalFormat,
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intel_image->level,
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intel_image->level,
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intel_image->base.Width,
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intel_image->base.Height,
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intel_image->base.Depth,
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texel_bytes, comp_byte, GL_TRUE);
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intel_miptree_image_copy(intel,
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new_mt,
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intel_image->face,
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intel_image->level,
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old_mt);
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intel_miptree_release(intel, &intel_image->mt);
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intel_image->mt = new_mt;
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intel_set_draw_offset_for_image(intel_image, att->Zoffset);
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intel_region_release(&irb->region);
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intel_region_reference(&irb->region, intel_image->mt->region);
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}
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#endif
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/* update drawing region, etc */
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intel_draw_buffer(ctx, fb);
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}
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