mesa: Make gl_renderbuffers backed by EGL images use FinishRenderTexture.

This is the opportunity that radeon and intel drivers rely on for flushing
render targets that may get reused as textures.  Before EGL, that only
happened for GL_TEXTURE attachments.

Fixes piglits:
KHR_gl_renderbuffer_image/renderbuffer-texture
OES_EGL_image/renderbuffer-texture

NOTE: This is a candidate for the 9.1 branch.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Eric Anholt 2013-05-10 12:36:43 -07:00
parent 6166ffeaf7
commit c810e67c55
5 changed files with 35 additions and 19 deletions

View File

@ -306,6 +306,7 @@ intel_image_target_renderbuffer_storage(struct gl_context *ctx,
rb->Format = image->format;
rb->_BaseFormat = _mesa_base_fbo_format(&intel->ctx,
image->internal_format);
rb->NeedsFinishRenderTexture = true;
}
/**
@ -621,13 +622,10 @@ intel_finish_render_texture(struct gl_context * ctx,
struct gl_renderbuffer_attachment *att)
{
struct intel_context *intel = intel_context(ctx);
struct gl_texture_object *tex_obj = att->Texture;
struct gl_texture_image *image =
tex_obj->Image[att->CubeMapFace][att->TextureLevel];
struct intel_renderbuffer *irb = intel_renderbuffer(att->Renderbuffer);
struct gl_renderbuffer *rb = att->Renderbuffer;
struct intel_renderbuffer *irb = intel_renderbuffer(rb);
DBG("Finish render %s texture tex=%u\n",
_mesa_get_format_name(image->TexFormat), att->Texture->Name);
DBG("Finish render %s texture\n", _mesa_get_format_name(rb->Format));
if (irb)
irb->tex_image = NULL;

View File

@ -409,6 +409,7 @@ intel_create_image_from_renderbuffer(__DRIcontext *context,
image->dri_format = intel_dri_format(image->format);
image->has_depthstencil = irb->mt->stencil_mt? true : false;
rb->NeedsFinishRenderTexture = true;
return image;
}

View File

@ -597,6 +597,7 @@ radeon_image_target_renderbuffer_storage(struct gl_context *ctx,
rb->Format = image->format;
rb->_BaseFormat = _mesa_base_fbo_format(&radeon->glCtx,
image->internal_format);
rb->NeedsFinishRenderTexture = GL_TRUE;
}
/**
@ -883,10 +884,11 @@ radeon_finish_render_texture(struct gl_context * ctx,
struct gl_renderbuffer_attachment *att)
{
struct gl_texture_object *tex_obj = att->Texture;
struct gl_texture_image *image =
tex_obj->Image[att->CubeMapFace][att->TextureLevel];
radeon_texture_image *radeon_image = (radeon_texture_image *)image;
radeon_texture_image *radeon_image = NULL;
if (tex_obj)
radeon_image = (radeon_texture_image *)_mesa_get_attachment_teximage(att);
if (radeon_image)
radeon_image->used_as_render_target = GL_FALSE;

View File

@ -323,12 +323,14 @@ void
_mesa_remove_attachment(struct gl_context *ctx,
struct gl_renderbuffer_attachment *att)
{
struct gl_renderbuffer *rb = att->Renderbuffer;
/* tell driver that we're done rendering to this texture. */
if (rb && rb->NeedsFinishRenderTexture)
ctx->Driver.FinishRenderTexture(ctx, att);
if (att->Type == GL_TEXTURE) {
ASSERT(att->Texture);
if (ctx->Driver.FinishRenderTexture) {
/* tell driver that we're done rendering to this texture. */
ctx->Driver.FinishRenderTexture(ctx, att);
}
_mesa_reference_texobj(&att->Texture, NULL); /* unbind */
ASSERT(!att->Texture);
}
@ -378,6 +380,8 @@ _mesa_update_texture_renderbuffer(struct gl_context *ctx,
* for clarity compared to user renderbuffers.
*/
rb->AllocStorage = NULL;
rb->NeedsFinishRenderTexture = ctx->Driver.FinishRenderTexture != NULL;
}
rb->_BaseFormat = texImage->_BaseFormat;
@ -402,16 +406,17 @@ _mesa_set_texture_attachment(struct gl_context *ctx,
GLenum texTarget, GLuint level, GLuint zoffset,
GLboolean layered)
{
struct gl_renderbuffer *rb = att->Renderbuffer;
if (rb && rb->NeedsFinishRenderTexture)
ctx->Driver.FinishRenderTexture(ctx, att);
if (att->Texture == texObj) {
/* re-attaching same texture */
ASSERT(att->Type == GL_TEXTURE);
if (ctx->Driver.FinishRenderTexture)
ctx->Driver.FinishRenderTexture(ctx, att);
}
else {
/* new attachment */
if (ctx->Driver.FinishRenderTexture && att->Texture)
ctx->Driver.FinishRenderTexture(ctx, att);
_mesa_remove_attachment(ctx, att);
att->Type = GL_TEXTURE;
assert(!att->Texture);
@ -1879,7 +1884,8 @@ check_end_texture_render(struct gl_context *ctx, struct gl_framebuffer *fb)
GLuint i;
for (i = 0; i < BUFFER_COUNT; i++) {
struct gl_renderbuffer_attachment *att = fb->Attachment + i;
if (att->Texture && att->Renderbuffer) {
struct gl_renderbuffer *rb = att->Renderbuffer;
if (rb && rb->NeedsFinishRenderTexture) {
ctx->Driver.FinishRenderTexture(ctx, att);
}
}

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@ -2572,6 +2572,15 @@ struct gl_renderbuffer
GLuint Depth;
GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
/**
* True for renderbuffers that wrap textures, giving the driver a chance to
* flush render caches through the FinishRenderTexture hook.
*
* Drivers may also set this on renderbuffers other than those generated by
* glFramebufferTexture(), though it means FinishRenderTexture() would be
* called without a rb->TexImage.
*/
GLboolean NeedsFinishRenderTexture;
GLubyte NumSamples;
GLenum InternalFormat; /**< The user-specified format */
GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or