intel: Move intel_draw_buffers() code into each driver.

The illusion of shared code here wasn't fooling anybody.  It was
tempting to keep i830 and i915 still shared, but I think I actually
want to make them diverge shortly.

Reviewed-by: Chad Versace <chad@chad-versace.us>
This commit is contained in:
Eric Anholt 2011-07-12 09:43:22 -07:00
parent 8cf2741d2b
commit f34ec6169d
6 changed files with 612 additions and 200 deletions

View File

@ -31,10 +31,13 @@
#include "intel_regions.h"
#include "intel_tris.h"
#include "intel_fbo.h"
#include "intel_buffers.h"
#include "tnl/tnl.h"
#include "tnl/t_context.h"
#include "tnl/t_vertex.h"
#include "swrast_setup/swrast_setup.h"
#include "main/renderbuffer.h"
#include "main/framebuffer.h"
#define FILE_DEBUG_FLAG DEBUG_STATE
@ -695,6 +698,204 @@ i830_set_draw_region(struct intel_context *intel,
I830_STATECHANGE(i830, I830_UPLOAD_BUFFERS);
}
/**
* Update the hardware state for drawing into a window or framebuffer object.
*
* Called by glDrawBuffer, glBindFramebufferEXT, MakeCurrent, and other
* places within the driver.
*
* Basically, this needs to be called any time the current framebuffer
* changes, the renderbuffers change, or we need to draw into different
* color buffers.
*/
static void
i830_update_draw_buffer(struct intel_context *intel)
{
struct gl_context *ctx = &intel->ctx;
struct gl_framebuffer *fb = ctx->DrawBuffer;
struct intel_region *colorRegions[MAX_DRAW_BUFFERS], *depthRegion = NULL;
struct intel_renderbuffer *irbDepth = NULL, *irbStencil = NULL;
bool fb_has_hiz = intel_framebuffer_has_hiz(fb);
if (!fb) {
/* this can happen during the initial context initialization */
return;
}
/*
* If intel_context is using separate stencil, but the depth attachment
* (gl_framebuffer.Attachment[BUFFER_DEPTH]) has a packed depth/stencil
* format, then we must install the real depth buffer at fb->_DepthBuffer
* and set fb->_DepthBuffer->Wrapped before calling _mesa_update_framebuffer.
* Otherwise, _mesa_update_framebuffer will create and install a swras
* depth wrapper instead.
*
* Ditto for stencil.
*/
irbDepth = intel_get_renderbuffer(fb, BUFFER_DEPTH);
if (irbDepth && irbDepth->Base.Format == MESA_FORMAT_X8_Z24) {
_mesa_reference_renderbuffer(&fb->_DepthBuffer, &irbDepth->Base);
irbDepth->Base.Wrapped = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
}
irbStencil = intel_get_renderbuffer(fb, BUFFER_STENCIL);
if (irbStencil && irbStencil->Base.Format == MESA_FORMAT_S8) {
_mesa_reference_renderbuffer(&fb->_StencilBuffer, &irbStencil->Base);
irbStencil->Base.Wrapped = fb->Attachment[BUFFER_STENCIL].Renderbuffer;
}
/* Do this here, not core Mesa, since this function is called from
* many places within the driver.
*/
if (ctx->NewState & _NEW_BUFFERS) {
/* this updates the DrawBuffer->_NumColorDrawBuffers fields, etc */
_mesa_update_framebuffer(ctx);
/* this updates the DrawBuffer's Width/Height if it's a FBO */
_mesa_update_draw_buffer_bounds(ctx);
}
if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
/* this may occur when we're called by glBindFrameBuffer() during
* the process of someone setting up renderbuffers, etc.
*/
/*_mesa_debug(ctx, "DrawBuffer: incomplete user FBO\n");*/
return;
}
/* How many color buffers are we drawing into?
*
* If there are zero buffers or the buffer is too big, don't configure any
* regions for hardware drawing. We'll fallback to software below. Not
* having regions set makes some of the software fallback paths faster.
*/
if ((fb->Width > ctx->Const.MaxRenderbufferSize)
|| (fb->Height > ctx->Const.MaxRenderbufferSize)
|| (fb->_NumColorDrawBuffers == 0)) {
/* writing to 0 */
colorRegions[0] = NULL;
}
else if (fb->_NumColorDrawBuffers > 1) {
int i;
struct intel_renderbuffer *irb;
for (i = 0; i < fb->_NumColorDrawBuffers; i++) {
irb = intel_renderbuffer(fb->_ColorDrawBuffers[i]);
colorRegions[i] = irb ? irb->region : NULL;
}
}
else {
/* Get the intel_renderbuffer for the single colorbuffer we're drawing
* into.
*/
if (fb->Name == 0) {
/* drawing to window system buffer */
if (fb->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT)
colorRegions[0] = intel_get_rb_region(fb, BUFFER_FRONT_LEFT);
else
colorRegions[0] = intel_get_rb_region(fb, BUFFER_BACK_LEFT);
}
else {
/* drawing to user-created FBO */
struct intel_renderbuffer *irb;
irb = intel_renderbuffer(fb->_ColorDrawBuffers[0]);
colorRegions[0] = (irb && irb->region) ? irb->region : NULL;
}
}
if (!colorRegions[0]) {
FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, GL_TRUE);
}
else {
FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, GL_FALSE);
}
/* Check for depth fallback. */
if (irbDepth && irbDepth->region) {
assert(!fb_has_hiz || irbDepth->Base.Format != MESA_FORMAT_S8_Z24);
FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_FALSE);
depthRegion = irbDepth->region;
} else if (irbDepth && !irbDepth->region) {
FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_TRUE);
depthRegion = NULL;
} else { /* !irbDepth */
/* No fallback is needed because there is no depth buffer. */
FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_FALSE);
depthRegion = NULL;
}
/* Check for stencil fallback. */
if (irbStencil && irbStencil->region) {
if (!intel->has_separate_stencil)
assert(irbStencil->Base.Format == MESA_FORMAT_S8_Z24);
if (fb_has_hiz || intel->must_use_separate_stencil)
assert(irbStencil->Base.Format == MESA_FORMAT_S8);
if (irbStencil->Base.Format == MESA_FORMAT_S8)
assert(intel->has_separate_stencil);
FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_FALSE);
} else if (irbStencil && !irbStencil->region) {
FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_TRUE);
} else { /* !irbStencil */
/* No fallback is needed because there is no stencil buffer. */
FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_FALSE);
}
/* If we have a (packed) stencil buffer attached but no depth buffer,
* we still need to set up the shared depth/stencil state so we can use it.
*/
if (depthRegion == NULL && irbStencil && irbStencil->region
&& irbStencil->Base.Format == MESA_FORMAT_S8_Z24) {
depthRegion = irbStencil->region;
}
/*
* Update depth and stencil test state
*/
if (ctx->Driver.Enable) {
ctx->Driver.Enable(ctx, GL_DEPTH_TEST,
(ctx->Depth.Test && fb->Visual.depthBits > 0));
ctx->Driver.Enable(ctx, GL_STENCIL_TEST,
(ctx->Stencil.Enabled && fb->Visual.stencilBits > 0));
}
else {
/* Mesa's Stencil._Enabled field is updated when
* _NEW_BUFFERS | _NEW_STENCIL, but i965 code assumes that the value
* only changes with _NEW_STENCIL (which seems sensible). So flag it
* here since this is the _NEW_BUFFERS path.
*/
intel->NewGLState |= (_NEW_DEPTH | _NEW_STENCIL);
}
intel->vtbl.set_draw_region(intel, colorRegions, depthRegion,
fb->_NumColorDrawBuffers);
intel->NewGLState |= _NEW_BUFFERS;
/* update viewport since it depends on window size */
#ifdef I915
intelCalcViewport(ctx);
#else
intel->NewGLState |= _NEW_VIEWPORT;
#endif
/* Set state we know depends on drawable parameters:
*/
if (ctx->Driver.Scissor)
ctx->Driver.Scissor(ctx, ctx->Scissor.X, ctx->Scissor.Y,
ctx->Scissor.Width, ctx->Scissor.Height);
intel->NewGLState |= _NEW_SCISSOR;
if (ctx->Driver.DepthRange)
ctx->Driver.DepthRange(ctx,
ctx->Viewport.Near,
ctx->Viewport.Far);
/* Update culling direction which changes depending on the
* orientation of the buffer:
*/
if (ctx->Driver.FrontFace)
ctx->Driver.FrontFace(ctx, ctx->Polygon.FrontFace);
else
intel->NewGLState |= _NEW_POLYGON;
}
/* This isn't really handled at the moment.
*/
static void
@ -734,6 +935,7 @@ i830InitVtbl(struct i830_context *i830)
i830->intel.vtbl.new_batch = i830_new_batch;
i830->intel.vtbl.reduced_primitive_state = i830_reduced_primitive_state;
i830->intel.vtbl.set_draw_region = i830_set_draw_region;
i830->intel.vtbl.update_draw_buffer = i830_update_draw_buffer;
i830->intel.vtbl.update_texture_state = i830UpdateTextureState;
i830->intel.vtbl.render_start = i830_render_start;
i830->intel.vtbl.render_prevalidate = i830_render_prevalidate;

View File

@ -32,6 +32,8 @@
#include "main/imports.h"
#include "main/macros.h"
#include "main/colormac.h"
#include "main/renderbuffer.h"
#include "main/framebuffer.h"
#include "tnl/tnl.h"
#include "tnl/t_context.h"
@ -42,6 +44,7 @@
#include "intel_regions.h"
#include "intel_tris.h"
#include "intel_fbo.h"
#include "intel_buffers.h"
#include "i915_reg.h"
#include "i915_context.h"
@ -667,7 +670,203 @@ i915_set_draw_region(struct intel_context *intel,
I915_STATECHANGE(i915, I915_UPLOAD_BUFFERS);
}
/**
* Update the hardware state for drawing into a window or framebuffer object.
*
* Called by glDrawBuffer, glBindFramebufferEXT, MakeCurrent, and other
* places within the driver.
*
* Basically, this needs to be called any time the current framebuffer
* changes, the renderbuffers change, or we need to draw into different
* color buffers.
*/
static void
i915_update_draw_buffer(struct intel_context *intel)
{
struct gl_context *ctx = &intel->ctx;
struct gl_framebuffer *fb = ctx->DrawBuffer;
struct intel_region *colorRegions[MAX_DRAW_BUFFERS], *depthRegion = NULL;
struct intel_renderbuffer *irbDepth = NULL, *irbStencil = NULL;
bool fb_has_hiz = intel_framebuffer_has_hiz(fb);
if (!fb) {
/* this can happen during the initial context initialization */
return;
}
/*
* If intel_context is using separate stencil, but the depth attachment
* (gl_framebuffer.Attachment[BUFFER_DEPTH]) has a packed depth/stencil
* format, then we must install the real depth buffer at fb->_DepthBuffer
* and set fb->_DepthBuffer->Wrapped before calling _mesa_update_framebuffer.
* Otherwise, _mesa_update_framebuffer will create and install a swras
* depth wrapper instead.
*
* Ditto for stencil.
*/
irbDepth = intel_get_renderbuffer(fb, BUFFER_DEPTH);
if (irbDepth && irbDepth->Base.Format == MESA_FORMAT_X8_Z24) {
_mesa_reference_renderbuffer(&fb->_DepthBuffer, &irbDepth->Base);
irbDepth->Base.Wrapped = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
}
irbStencil = intel_get_renderbuffer(fb, BUFFER_STENCIL);
if (irbStencil && irbStencil->Base.Format == MESA_FORMAT_S8) {
_mesa_reference_renderbuffer(&fb->_StencilBuffer, &irbStencil->Base);
irbStencil->Base.Wrapped = fb->Attachment[BUFFER_STENCIL].Renderbuffer;
}
/* Do this here, not core Mesa, since this function is called from
* many places within the driver.
*/
if (ctx->NewState & _NEW_BUFFERS) {
/* this updates the DrawBuffer->_NumColorDrawBuffers fields, etc */
_mesa_update_framebuffer(ctx);
/* this updates the DrawBuffer's Width/Height if it's a FBO */
_mesa_update_draw_buffer_bounds(ctx);
}
if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
/* this may occur when we're called by glBindFrameBuffer() during
* the process of someone setting up renderbuffers, etc.
*/
/*_mesa_debug(ctx, "DrawBuffer: incomplete user FBO\n");*/
return;
}
/* How many color buffers are we drawing into?
*
* If there are zero buffers or the buffer is too big, don't configure any
* regions for hardware drawing. We'll fallback to software below. Not
* having regions set makes some of the software fallback paths faster.
*/
if ((fb->Width > ctx->Const.MaxRenderbufferSize)
|| (fb->Height > ctx->Const.MaxRenderbufferSize)
|| (fb->_NumColorDrawBuffers == 0)) {
/* writing to 0 */
colorRegions[0] = NULL;
}
else if (fb->_NumColorDrawBuffers > 1) {
int i;
struct intel_renderbuffer *irb;
for (i = 0; i < fb->_NumColorDrawBuffers; i++) {
irb = intel_renderbuffer(fb->_ColorDrawBuffers[i]);
colorRegions[i] = irb ? irb->region : NULL;
}
}
else {
/* Get the intel_renderbuffer for the single colorbuffer we're drawing
* into.
*/
if (fb->Name == 0) {
/* drawing to window system buffer */
if (fb->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT)
colorRegions[0] = intel_get_rb_region(fb, BUFFER_FRONT_LEFT);
else
colorRegions[0] = intel_get_rb_region(fb, BUFFER_BACK_LEFT);
}
else {
/* drawing to user-created FBO */
struct intel_renderbuffer *irb;
irb = intel_renderbuffer(fb->_ColorDrawBuffers[0]);
colorRegions[0] = (irb && irb->region) ? irb->region : NULL;
}
}
if (!colorRegions[0]) {
FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, GL_TRUE);
}
else {
FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, GL_FALSE);
}
/* Check for depth fallback. */
if (irbDepth && irbDepth->region) {
assert(!fb_has_hiz || irbDepth->Base.Format != MESA_FORMAT_S8_Z24);
FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_FALSE);
depthRegion = irbDepth->region;
} else if (irbDepth && !irbDepth->region) {
FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_TRUE);
depthRegion = NULL;
} else { /* !irbDepth */
/* No fallback is needed because there is no depth buffer. */
FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_FALSE);
depthRegion = NULL;
}
/* Check for stencil fallback. */
if (irbStencil && irbStencil->region) {
if (!intel->has_separate_stencil)
assert(irbStencil->Base.Format == MESA_FORMAT_S8_Z24);
if (fb_has_hiz || intel->must_use_separate_stencil)
assert(irbStencil->Base.Format == MESA_FORMAT_S8);
if (irbStencil->Base.Format == MESA_FORMAT_S8)
assert(intel->has_separate_stencil);
FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_FALSE);
} else if (irbStencil && !irbStencil->region) {
FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_TRUE);
} else { /* !irbStencil */
/* No fallback is needed because there is no stencil buffer. */
FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_FALSE);
}
/* If we have a (packed) stencil buffer attached but no depth buffer,
* we still need to set up the shared depth/stencil state so we can use it.
*/
if (depthRegion == NULL && irbStencil && irbStencil->region
&& irbStencil->Base.Format == MESA_FORMAT_S8_Z24) {
depthRegion = irbStencil->region;
}
/*
* Update depth and stencil test state
*/
if (ctx->Driver.Enable) {
ctx->Driver.Enable(ctx, GL_DEPTH_TEST,
(ctx->Depth.Test && fb->Visual.depthBits > 0));
ctx->Driver.Enable(ctx, GL_STENCIL_TEST,
(ctx->Stencil.Enabled && fb->Visual.stencilBits > 0));
}
else {
/* Mesa's Stencil._Enabled field is updated when
* _NEW_BUFFERS | _NEW_STENCIL, but i965 code assumes that the value
* only changes with _NEW_STENCIL (which seems sensible). So flag it
* here since this is the _NEW_BUFFERS path.
*/
intel->NewGLState |= (_NEW_DEPTH | _NEW_STENCIL);
}
intel->vtbl.set_draw_region(intel, colorRegions, depthRegion,
fb->_NumColorDrawBuffers);
intel->NewGLState |= _NEW_BUFFERS;
/* update viewport since it depends on window size */
#ifdef I915
intelCalcViewport(ctx);
#else
intel->NewGLState |= _NEW_VIEWPORT;
#endif
/* Set state we know depends on drawable parameters:
*/
if (ctx->Driver.Scissor)
ctx->Driver.Scissor(ctx, ctx->Scissor.X, ctx->Scissor.Y,
ctx->Scissor.Width, ctx->Scissor.Height);
intel->NewGLState |= _NEW_SCISSOR;
if (ctx->Driver.DepthRange)
ctx->Driver.DepthRange(ctx,
ctx->Viewport.Near,
ctx->Viewport.Far);
/* Update culling direction which changes depending on the
* orientation of the buffer:
*/
if (ctx->Driver.FrontFace)
ctx->Driver.FrontFace(ctx, ctx->Polygon.FrontFace);
else
intel->NewGLState |= _NEW_POLYGON;
}
static void
i915_new_batch(struct intel_context *intel)
@ -724,6 +923,7 @@ i915InitVtbl(struct i915_context *i915)
i915->intel.vtbl.render_start = i915_render_start;
i915->intel.vtbl.render_prevalidate = i915_render_prevalidate;
i915->intel.vtbl.set_draw_region = i915_set_draw_region;
i915->intel.vtbl.update_draw_buffer = i915_update_draw_buffer;
i915->intel.vtbl.update_texture_state = i915UpdateTextureState;
i915->intel.vtbl.assert_not_dirty = i915_assert_not_dirty;
i915->intel.vtbl.finish_batch = intel_finish_vb;

View File

@ -35,9 +35,12 @@
#include "main/imports.h"
#include "main/macros.h"
#include "main/colormac.h"
#include "main/renderbuffer.h"
#include "main/framebuffer.h"
#include "intel_batchbuffer.h"
#include "intel_regions.h"
#include "intel_fbo.h"
#include "brw_context.h"
#include "brw_defines.h"
@ -76,6 +79,203 @@ static void brw_destroy_context( struct intel_context *intel )
free(brw->curbe.next_buf);
}
/**
* Update the hardware state for drawing into a window or framebuffer object.
*
* Called by glDrawBuffer, glBindFramebufferEXT, MakeCurrent, and other
* places within the driver.
*
* Basically, this needs to be called any time the current framebuffer
* changes, the renderbuffers change, or we need to draw into different
* color buffers.
*/
static void
brw_update_draw_buffer(struct intel_context *intel)
{
struct gl_context *ctx = &intel->ctx;
struct gl_framebuffer *fb = ctx->DrawBuffer;
struct intel_region *colorRegions[MAX_DRAW_BUFFERS], *depthRegion = NULL;
struct intel_renderbuffer *irbDepth = NULL, *irbStencil = NULL;
bool fb_has_hiz = intel_framebuffer_has_hiz(fb);
if (!fb) {
/* this can happen during the initial context initialization */
return;
}
/*
* If intel_context is using separate stencil, but the depth attachment
* (gl_framebuffer.Attachment[BUFFER_DEPTH]) has a packed depth/stencil
* format, then we must install the real depth buffer at fb->_DepthBuffer
* and set fb->_DepthBuffer->Wrapped before calling _mesa_update_framebuffer.
* Otherwise, _mesa_update_framebuffer will create and install a swras
* depth wrapper instead.
*
* Ditto for stencil.
*/
irbDepth = intel_get_renderbuffer(fb, BUFFER_DEPTH);
if (irbDepth && irbDepth->Base.Format == MESA_FORMAT_X8_Z24) {
_mesa_reference_renderbuffer(&fb->_DepthBuffer, &irbDepth->Base);
irbDepth->Base.Wrapped = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
}
irbStencil = intel_get_renderbuffer(fb, BUFFER_STENCIL);
if (irbStencil && irbStencil->Base.Format == MESA_FORMAT_S8) {
_mesa_reference_renderbuffer(&fb->_StencilBuffer, &irbStencil->Base);
irbStencil->Base.Wrapped = fb->Attachment[BUFFER_STENCIL].Renderbuffer;
}
/* Do this here, not core Mesa, since this function is called from
* many places within the driver.
*/
if (ctx->NewState & _NEW_BUFFERS) {
/* this updates the DrawBuffer->_NumColorDrawBuffers fields, etc */
_mesa_update_framebuffer(ctx);
/* this updates the DrawBuffer's Width/Height if it's a FBO */
_mesa_update_draw_buffer_bounds(ctx);
}
if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
/* this may occur when we're called by glBindFrameBuffer() during
* the process of someone setting up renderbuffers, etc.
*/
/*_mesa_debug(ctx, "DrawBuffer: incomplete user FBO\n");*/
return;
}
/* How many color buffers are we drawing into?
*
* If there are zero buffers or the buffer is too big, don't configure any
* regions for hardware drawing. We'll fallback to software below. Not
* having regions set makes some of the software fallback paths faster.
*/
if ((fb->Width > ctx->Const.MaxRenderbufferSize)
|| (fb->Height > ctx->Const.MaxRenderbufferSize)
|| (fb->_NumColorDrawBuffers == 0)) {
/* writing to 0 */
colorRegions[0] = NULL;
}
else if (fb->_NumColorDrawBuffers > 1) {
int i;
struct intel_renderbuffer *irb;
for (i = 0; i < fb->_NumColorDrawBuffers; i++) {
irb = intel_renderbuffer(fb->_ColorDrawBuffers[i]);
colorRegions[i] = irb ? irb->region : NULL;
}
}
else {
/* Get the intel_renderbuffer for the single colorbuffer we're drawing
* into.
*/
if (fb->Name == 0) {
/* drawing to window system buffer */
if (fb->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT)
colorRegions[0] = intel_get_rb_region(fb, BUFFER_FRONT_LEFT);
else
colorRegions[0] = intel_get_rb_region(fb, BUFFER_BACK_LEFT);
}
else {
/* drawing to user-created FBO */
struct intel_renderbuffer *irb;
irb = intel_renderbuffer(fb->_ColorDrawBuffers[0]);
colorRegions[0] = (irb && irb->region) ? irb->region : NULL;
}
}
if (!colorRegions[0]) {
FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, GL_TRUE);
}
else {
FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, GL_FALSE);
}
/* Check for depth fallback. */
if (irbDepth && irbDepth->region) {
assert(!fb_has_hiz || irbDepth->Base.Format != MESA_FORMAT_S8_Z24);
FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_FALSE);
depthRegion = irbDepth->region;
} else if (irbDepth && !irbDepth->region) {
FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_TRUE);
depthRegion = NULL;
} else { /* !irbDepth */
/* No fallback is needed because there is no depth buffer. */
FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_FALSE);
depthRegion = NULL;
}
/* Check for stencil fallback. */
if (irbStencil && irbStencil->region) {
if (!intel->has_separate_stencil)
assert(irbStencil->Base.Format == MESA_FORMAT_S8_Z24);
if (fb_has_hiz || intel->must_use_separate_stencil)
assert(irbStencil->Base.Format == MESA_FORMAT_S8);
if (irbStencil->Base.Format == MESA_FORMAT_S8)
assert(intel->has_separate_stencil);
FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_FALSE);
} else if (irbStencil && !irbStencil->region) {
FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_TRUE);
} else { /* !irbStencil */
/* No fallback is needed because there is no stencil buffer. */
FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_FALSE);
}
/* If we have a (packed) stencil buffer attached but no depth buffer,
* we still need to set up the shared depth/stencil state so we can use it.
*/
if (depthRegion == NULL && irbStencil && irbStencil->region
&& irbStencil->Base.Format == MESA_FORMAT_S8_Z24) {
depthRegion = irbStencil->region;
}
/*
* Update depth and stencil test state
*/
if (ctx->Driver.Enable) {
ctx->Driver.Enable(ctx, GL_DEPTH_TEST,
(ctx->Depth.Test && fb->Visual.depthBits > 0));
ctx->Driver.Enable(ctx, GL_STENCIL_TEST,
(ctx->Stencil.Enabled && fb->Visual.stencilBits > 0));
}
else {
/* Mesa's Stencil._Enabled field is updated when
* _NEW_BUFFERS | _NEW_STENCIL, but i965 code assumes that the value
* only changes with _NEW_STENCIL (which seems sensible). So flag it
* here since this is the _NEW_BUFFERS path.
*/
intel->NewGLState |= (_NEW_DEPTH | _NEW_STENCIL);
}
intel->vtbl.set_draw_region(intel, colorRegions, depthRegion,
fb->_NumColorDrawBuffers);
intel->NewGLState |= _NEW_BUFFERS;
/* update viewport since it depends on window size */
#ifdef I915
intelCalcViewport(ctx);
#else
intel->NewGLState |= _NEW_VIEWPORT;
#endif
/* Set state we know depends on drawable parameters:
*/
if (ctx->Driver.Scissor)
ctx->Driver.Scissor(ctx, ctx->Scissor.X, ctx->Scissor.Y,
ctx->Scissor.Width, ctx->Scissor.Height);
intel->NewGLState |= _NEW_SCISSOR;
if (ctx->Driver.DepthRange)
ctx->Driver.DepthRange(ctx,
ctx->Viewport.Near,
ctx->Viewport.Far);
/* Update culling direction which changes depending on the
* orientation of the buffer:
*/
if (ctx->Driver.FrontFace)
ctx->Driver.FrontFace(ctx, ctx->Polygon.FrontFace);
else
intel->NewGLState |= _NEW_POLYGON;
}
/**
* called from intelDrawBuffer()
@ -162,6 +362,7 @@ void brwInitVtbl( struct brw_context *brw )
brw->intel.vtbl.new_batch = brw_new_batch;
brw->intel.vtbl.finish_batch = brw_finish_batch;
brw->intel.vtbl.destroy = brw_destroy_context;
brw->intel.vtbl.update_draw_buffer = brw_update_draw_buffer;
brw->intel.vtbl.set_draw_region = brw_set_draw_region;
brw->intel.vtbl.debug_batch = brw_debug_batch;
brw->intel.vtbl.render_target_supported = brw_render_target_supported;

View File

@ -78,205 +78,6 @@ intel_check_front_buffer_rendering(struct intel_context *intel)
}
}
/**
* Update the hardware state for drawing into a window or framebuffer object.
*
* Called by glDrawBuffer, glBindFramebufferEXT, MakeCurrent, and other
* places within the driver.
*
* Basically, this needs to be called any time the current framebuffer
* changes, the renderbuffers change, or we need to draw into different
* color buffers.
*/
void
intel_draw_buffer(struct gl_context * ctx, struct gl_framebuffer *fb)
{
struct intel_context *intel = intel_context(ctx);
struct intel_region *colorRegions[MAX_DRAW_BUFFERS], *depthRegion = NULL;
struct intel_renderbuffer *irbDepth = NULL, *irbStencil = NULL;
bool fb_has_hiz = intel_framebuffer_has_hiz(fb);
if (!fb) {
/* this can happen during the initial context initialization */
return;
}
/*
* If intel_context is using separate stencil, but the depth attachment
* (gl_framebuffer.Attachment[BUFFER_DEPTH]) has a packed depth/stencil
* format, then we must install the real depth buffer at fb->_DepthBuffer
* and set fb->_DepthBuffer->Wrapped before calling _mesa_update_framebuffer.
* Otherwise, _mesa_update_framebuffer will create and install a swras
* depth wrapper instead.
*
* Ditto for stencil.
*/
irbDepth = intel_get_renderbuffer(fb, BUFFER_DEPTH);
if (irbDepth && irbDepth->Base.Format == MESA_FORMAT_X8_Z24) {
_mesa_reference_renderbuffer(&fb->_DepthBuffer, &irbDepth->Base);
irbDepth->Base.Wrapped = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
}
irbStencil = intel_get_renderbuffer(fb, BUFFER_STENCIL);
if (irbStencil && irbStencil->Base.Format == MESA_FORMAT_S8) {
_mesa_reference_renderbuffer(&fb->_StencilBuffer, &irbStencil->Base);
irbStencil->Base.Wrapped = fb->Attachment[BUFFER_STENCIL].Renderbuffer;
}
/* Do this here, not core Mesa, since this function is called from
* many places within the driver.
*/
if (ctx->NewState & _NEW_BUFFERS) {
/* this updates the DrawBuffer->_NumColorDrawBuffers fields, etc */
_mesa_update_framebuffer(ctx);
/* this updates the DrawBuffer's Width/Height if it's a FBO */
_mesa_update_draw_buffer_bounds(ctx);
}
if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
/* this may occur when we're called by glBindFrameBuffer() during
* the process of someone setting up renderbuffers, etc.
*/
/*_mesa_debug(ctx, "DrawBuffer: incomplete user FBO\n");*/
return;
}
/* How many color buffers are we drawing into?
*
* If there are zero buffers or the buffer is too big, don't configure any
* regions for hardware drawing. We'll fallback to software below. Not
* having regions set makes some of the software fallback paths faster.
*/
if ((fb->Width > ctx->Const.MaxRenderbufferSize)
|| (fb->Height > ctx->Const.MaxRenderbufferSize)
|| (fb->_NumColorDrawBuffers == 0)) {
/* writing to 0 */
colorRegions[0] = NULL;
}
else if (fb->_NumColorDrawBuffers > 1) {
int i;
struct intel_renderbuffer *irb;
for (i = 0; i < fb->_NumColorDrawBuffers; i++) {
irb = intel_renderbuffer(fb->_ColorDrawBuffers[i]);
colorRegions[i] = irb ? irb->region : NULL;
}
}
else {
/* Get the intel_renderbuffer for the single colorbuffer we're drawing
* into.
*/
if (fb->Name == 0) {
/* drawing to window system buffer */
if (fb->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT)
colorRegions[0] = intel_get_rb_region(fb, BUFFER_FRONT_LEFT);
else
colorRegions[0] = intel_get_rb_region(fb, BUFFER_BACK_LEFT);
}
else {
/* drawing to user-created FBO */
struct intel_renderbuffer *irb;
irb = intel_renderbuffer(fb->_ColorDrawBuffers[0]);
colorRegions[0] = (irb && irb->region) ? irb->region : NULL;
}
}
if (!colorRegions[0]) {
FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, GL_TRUE);
}
else {
FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, GL_FALSE);
}
/* Check for depth fallback. */
if (irbDepth && irbDepth->region) {
assert(!fb_has_hiz || irbDepth->Base.Format != MESA_FORMAT_S8_Z24);
FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_FALSE);
depthRegion = irbDepth->region;
} else if (irbDepth && !irbDepth->region) {
FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_TRUE);
depthRegion = NULL;
} else { /* !irbDepth */
/* No fallback is needed because there is no depth buffer. */
FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_FALSE);
depthRegion = NULL;
}
/* Check for stencil fallback. */
if (irbStencil && irbStencil->region) {
if (!intel->has_separate_stencil)
assert(irbStencil->Base.Format == MESA_FORMAT_S8_Z24);
if (fb_has_hiz || intel->must_use_separate_stencil)
assert(irbStencil->Base.Format == MESA_FORMAT_S8);
if (irbStencil->Base.Format == MESA_FORMAT_S8)
assert(intel->has_separate_stencil);
FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_FALSE);
} else if (irbStencil && !irbStencil->region) {
FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_TRUE);
} else { /* !irbStencil */
/* No fallback is needed because there is no stencil buffer. */
FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_FALSE);
}
/* If we have a (packed) stencil buffer attached but no depth buffer,
* we still need to set up the shared depth/stencil state so we can use it.
*/
if (depthRegion == NULL && irbStencil && irbStencil->region
&& irbStencil->Base.Format == MESA_FORMAT_S8_Z24) {
depthRegion = irbStencil->region;
}
/*
* Update depth and stencil test state
*/
if (ctx->Driver.Enable) {
ctx->Driver.Enable(ctx, GL_DEPTH_TEST,
(ctx->Depth.Test && fb->Visual.depthBits > 0));
ctx->Driver.Enable(ctx, GL_STENCIL_TEST,
(ctx->Stencil.Enabled && fb->Visual.stencilBits > 0));
}
else {
/* Mesa's Stencil._Enabled field is updated when
* _NEW_BUFFERS | _NEW_STENCIL, but i965 code assumes that the value
* only changes with _NEW_STENCIL (which seems sensible). So flag it
* here since this is the _NEW_BUFFERS path.
*/
intel->NewGLState |= (_NEW_DEPTH | _NEW_STENCIL);
}
intel->vtbl.set_draw_region(intel, colorRegions, depthRegion,
fb->_NumColorDrawBuffers);
intel->NewGLState |= _NEW_BUFFERS;
/* update viewport since it depends on window size */
#ifdef I915
intelCalcViewport(ctx);
#else
intel->NewGLState |= _NEW_VIEWPORT;
#endif
/* Set state we know depends on drawable parameters:
*/
if (ctx->Driver.Scissor)
ctx->Driver.Scissor(ctx, ctx->Scissor.X, ctx->Scissor.Y,
ctx->Scissor.Width, ctx->Scissor.Height);
intel->NewGLState |= _NEW_SCISSOR;
if (ctx->Driver.DepthRange)
ctx->Driver.DepthRange(ctx,
ctx->Viewport.Near,
ctx->Viewport.Far);
/* Update culling direction which changes depending on the
* orientation of the buffer:
*/
if (ctx->Driver.FrontFace)
ctx->Driver.FrontFace(ctx, ctx->Polygon.FrontFace);
else
intel->NewGLState |= _NEW_POLYGON;
}
static void
intelDrawBuffer(struct gl_context * ctx, GLenum mode)
{

View File

@ -31,6 +31,7 @@
#include "dri_util.h"
#include "drm.h"
#include "intel_context.h"
struct intel_context;
struct intel_framebuffer;
@ -41,7 +42,13 @@ extern struct intel_region *intel_drawbuf_region(struct intel_context *intel);
extern void intel_check_front_buffer_rendering(struct intel_context *intel);
extern void intel_draw_buffer(struct gl_context * ctx, struct gl_framebuffer *fb);
static inline void
intel_draw_buffer(struct gl_context * ctx, struct gl_framebuffer *fb)
{
struct intel_context *intel = intel_context(ctx);
intel->vtbl.update_draw_buffer(intel);
}
extern void intelInitBufferFuncs(struct dd_function_table *functions);

View File

@ -136,6 +136,7 @@ struct intel_context
struct intel_region * draw_regions[],
struct intel_region * depth_region,
GLuint num_regions);
void (*update_draw_buffer)(struct intel_context *intel);
void (*reduced_primitive_state) (struct intel_context * intel,
GLenum rprim);