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:
parent
8cf2741d2b
commit
f34ec6169d
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@ -31,10 +31,13 @@
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#include "intel_regions.h"
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#include "intel_tris.h"
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#include "intel_fbo.h"
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#include "intel_buffers.h"
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#include "tnl/tnl.h"
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#include "tnl/t_context.h"
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#include "tnl/t_vertex.h"
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#include "swrast_setup/swrast_setup.h"
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#include "main/renderbuffer.h"
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#include "main/framebuffer.h"
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#define FILE_DEBUG_FLAG DEBUG_STATE
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@ -695,6 +698,204 @@ i830_set_draw_region(struct intel_context *intel,
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I830_STATECHANGE(i830, I830_UPLOAD_BUFFERS);
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}
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/**
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* Update the hardware state for drawing into a window or framebuffer object.
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*
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* Called by glDrawBuffer, glBindFramebufferEXT, MakeCurrent, and other
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* places within the driver.
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*
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* Basically, this needs to be called any time the current framebuffer
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* changes, the renderbuffers change, or we need to draw into different
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* color buffers.
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*/
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static void
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i830_update_draw_buffer(struct intel_context *intel)
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{
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struct gl_context *ctx = &intel->ctx;
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struct gl_framebuffer *fb = ctx->DrawBuffer;
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struct intel_region *colorRegions[MAX_DRAW_BUFFERS], *depthRegion = NULL;
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struct intel_renderbuffer *irbDepth = NULL, *irbStencil = NULL;
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bool fb_has_hiz = intel_framebuffer_has_hiz(fb);
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if (!fb) {
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/* this can happen during the initial context initialization */
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return;
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}
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/*
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* If intel_context is using separate stencil, but the depth attachment
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* (gl_framebuffer.Attachment[BUFFER_DEPTH]) has a packed depth/stencil
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* format, then we must install the real depth buffer at fb->_DepthBuffer
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* and set fb->_DepthBuffer->Wrapped before calling _mesa_update_framebuffer.
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* Otherwise, _mesa_update_framebuffer will create and install a swras
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* depth wrapper instead.
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*
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* Ditto for stencil.
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*/
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irbDepth = intel_get_renderbuffer(fb, BUFFER_DEPTH);
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if (irbDepth && irbDepth->Base.Format == MESA_FORMAT_X8_Z24) {
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_mesa_reference_renderbuffer(&fb->_DepthBuffer, &irbDepth->Base);
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irbDepth->Base.Wrapped = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
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}
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irbStencil = intel_get_renderbuffer(fb, BUFFER_STENCIL);
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if (irbStencil && irbStencil->Base.Format == MESA_FORMAT_S8) {
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_mesa_reference_renderbuffer(&fb->_StencilBuffer, &irbStencil->Base);
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irbStencil->Base.Wrapped = fb->Attachment[BUFFER_STENCIL].Renderbuffer;
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}
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/* Do this here, not core Mesa, since this function is called from
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* many places within the driver.
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*/
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if (ctx->NewState & _NEW_BUFFERS) {
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/* this updates the DrawBuffer->_NumColorDrawBuffers fields, etc */
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_mesa_update_framebuffer(ctx);
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/* this updates the DrawBuffer's Width/Height if it's a FBO */
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_mesa_update_draw_buffer_bounds(ctx);
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}
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if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
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/* this may occur when we're called by glBindFrameBuffer() during
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* the process of someone setting up renderbuffers, etc.
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*/
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/*_mesa_debug(ctx, "DrawBuffer: incomplete user FBO\n");*/
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return;
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}
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/* How many color buffers are we drawing into?
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*
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* If there are zero buffers or the buffer is too big, don't configure any
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* regions for hardware drawing. We'll fallback to software below. Not
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* having regions set makes some of the software fallback paths faster.
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*/
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if ((fb->Width > ctx->Const.MaxRenderbufferSize)
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|| (fb->Height > ctx->Const.MaxRenderbufferSize)
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|| (fb->_NumColorDrawBuffers == 0)) {
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/* writing to 0 */
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colorRegions[0] = NULL;
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}
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else if (fb->_NumColorDrawBuffers > 1) {
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int i;
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struct intel_renderbuffer *irb;
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for (i = 0; i < fb->_NumColorDrawBuffers; i++) {
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irb = intel_renderbuffer(fb->_ColorDrawBuffers[i]);
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colorRegions[i] = irb ? irb->region : NULL;
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}
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}
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else {
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/* Get the intel_renderbuffer for the single colorbuffer we're drawing
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* into.
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*/
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if (fb->Name == 0) {
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/* drawing to window system buffer */
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if (fb->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT)
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colorRegions[0] = intel_get_rb_region(fb, BUFFER_FRONT_LEFT);
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else
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colorRegions[0] = intel_get_rb_region(fb, BUFFER_BACK_LEFT);
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}
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else {
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/* drawing to user-created FBO */
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struct intel_renderbuffer *irb;
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irb = intel_renderbuffer(fb->_ColorDrawBuffers[0]);
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colorRegions[0] = (irb && irb->region) ? irb->region : NULL;
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}
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}
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if (!colorRegions[0]) {
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FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, GL_TRUE);
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}
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else {
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FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, GL_FALSE);
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}
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/* Check for depth fallback. */
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if (irbDepth && irbDepth->region) {
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assert(!fb_has_hiz || irbDepth->Base.Format != MESA_FORMAT_S8_Z24);
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FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_FALSE);
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depthRegion = irbDepth->region;
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} else if (irbDepth && !irbDepth->region) {
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FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_TRUE);
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depthRegion = NULL;
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} else { /* !irbDepth */
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/* No fallback is needed because there is no depth buffer. */
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FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_FALSE);
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depthRegion = NULL;
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}
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/* Check for stencil fallback. */
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if (irbStencil && irbStencil->region) {
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if (!intel->has_separate_stencil)
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assert(irbStencil->Base.Format == MESA_FORMAT_S8_Z24);
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if (fb_has_hiz || intel->must_use_separate_stencil)
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assert(irbStencil->Base.Format == MESA_FORMAT_S8);
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if (irbStencil->Base.Format == MESA_FORMAT_S8)
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assert(intel->has_separate_stencil);
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FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_FALSE);
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} else if (irbStencil && !irbStencil->region) {
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FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_TRUE);
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} else { /* !irbStencil */
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/* No fallback is needed because there is no stencil buffer. */
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FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_FALSE);
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}
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/* If we have a (packed) stencil buffer attached but no depth buffer,
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* we still need to set up the shared depth/stencil state so we can use it.
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*/
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if (depthRegion == NULL && irbStencil && irbStencil->region
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&& irbStencil->Base.Format == MESA_FORMAT_S8_Z24) {
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depthRegion = irbStencil->region;
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}
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/*
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* Update depth and stencil test state
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*/
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if (ctx->Driver.Enable) {
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ctx->Driver.Enable(ctx, GL_DEPTH_TEST,
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(ctx->Depth.Test && fb->Visual.depthBits > 0));
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ctx->Driver.Enable(ctx, GL_STENCIL_TEST,
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(ctx->Stencil.Enabled && fb->Visual.stencilBits > 0));
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}
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else {
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/* Mesa's Stencil._Enabled field is updated when
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* _NEW_BUFFERS | _NEW_STENCIL, but i965 code assumes that the value
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* only changes with _NEW_STENCIL (which seems sensible). So flag it
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* here since this is the _NEW_BUFFERS path.
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*/
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intel->NewGLState |= (_NEW_DEPTH | _NEW_STENCIL);
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}
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intel->vtbl.set_draw_region(intel, colorRegions, depthRegion,
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fb->_NumColorDrawBuffers);
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intel->NewGLState |= _NEW_BUFFERS;
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/* update viewport since it depends on window size */
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#ifdef I915
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intelCalcViewport(ctx);
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#else
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intel->NewGLState |= _NEW_VIEWPORT;
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#endif
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/* Set state we know depends on drawable parameters:
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*/
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if (ctx->Driver.Scissor)
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ctx->Driver.Scissor(ctx, ctx->Scissor.X, ctx->Scissor.Y,
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ctx->Scissor.Width, ctx->Scissor.Height);
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intel->NewGLState |= _NEW_SCISSOR;
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if (ctx->Driver.DepthRange)
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ctx->Driver.DepthRange(ctx,
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ctx->Viewport.Near,
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ctx->Viewport.Far);
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/* Update culling direction which changes depending on the
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* orientation of the buffer:
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*/
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if (ctx->Driver.FrontFace)
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ctx->Driver.FrontFace(ctx, ctx->Polygon.FrontFace);
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else
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intel->NewGLState |= _NEW_POLYGON;
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}
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/* This isn't really handled at the moment.
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*/
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static void
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@ -734,6 +935,7 @@ i830InitVtbl(struct i830_context *i830)
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i830->intel.vtbl.new_batch = i830_new_batch;
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i830->intel.vtbl.reduced_primitive_state = i830_reduced_primitive_state;
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i830->intel.vtbl.set_draw_region = i830_set_draw_region;
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i830->intel.vtbl.update_draw_buffer = i830_update_draw_buffer;
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i830->intel.vtbl.update_texture_state = i830UpdateTextureState;
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i830->intel.vtbl.render_start = i830_render_start;
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i830->intel.vtbl.render_prevalidate = i830_render_prevalidate;
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@ -32,6 +32,8 @@
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#include "main/imports.h"
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#include "main/macros.h"
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#include "main/colormac.h"
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#include "main/renderbuffer.h"
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#include "main/framebuffer.h"
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#include "tnl/tnl.h"
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#include "tnl/t_context.h"
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@ -42,6 +44,7 @@
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#include "intel_regions.h"
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#include "intel_tris.h"
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#include "intel_fbo.h"
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#include "intel_buffers.h"
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#include "i915_reg.h"
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#include "i915_context.h"
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@ -667,7 +670,203 @@ i915_set_draw_region(struct intel_context *intel,
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I915_STATECHANGE(i915, I915_UPLOAD_BUFFERS);
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}
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/**
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* Update the hardware state for drawing into a window or framebuffer object.
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*
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* Called by glDrawBuffer, glBindFramebufferEXT, MakeCurrent, and other
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* places within the driver.
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*
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* Basically, this needs to be called any time the current framebuffer
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* changes, the renderbuffers change, or we need to draw into different
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* color buffers.
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*/
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static void
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i915_update_draw_buffer(struct intel_context *intel)
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{
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struct gl_context *ctx = &intel->ctx;
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struct gl_framebuffer *fb = ctx->DrawBuffer;
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struct intel_region *colorRegions[MAX_DRAW_BUFFERS], *depthRegion = NULL;
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struct intel_renderbuffer *irbDepth = NULL, *irbStencil = NULL;
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bool fb_has_hiz = intel_framebuffer_has_hiz(fb);
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if (!fb) {
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/* this can happen during the initial context initialization */
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return;
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}
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/*
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* If intel_context is using separate stencil, but the depth attachment
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* (gl_framebuffer.Attachment[BUFFER_DEPTH]) has a packed depth/stencil
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* format, then we must install the real depth buffer at fb->_DepthBuffer
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* and set fb->_DepthBuffer->Wrapped before calling _mesa_update_framebuffer.
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* Otherwise, _mesa_update_framebuffer will create and install a swras
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* depth wrapper instead.
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*
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* Ditto for stencil.
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*/
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irbDepth = intel_get_renderbuffer(fb, BUFFER_DEPTH);
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if (irbDepth && irbDepth->Base.Format == MESA_FORMAT_X8_Z24) {
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_mesa_reference_renderbuffer(&fb->_DepthBuffer, &irbDepth->Base);
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irbDepth->Base.Wrapped = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
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}
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irbStencil = intel_get_renderbuffer(fb, BUFFER_STENCIL);
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if (irbStencil && irbStencil->Base.Format == MESA_FORMAT_S8) {
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_mesa_reference_renderbuffer(&fb->_StencilBuffer, &irbStencil->Base);
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irbStencil->Base.Wrapped = fb->Attachment[BUFFER_STENCIL].Renderbuffer;
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}
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/* Do this here, not core Mesa, since this function is called from
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* many places within the driver.
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*/
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if (ctx->NewState & _NEW_BUFFERS) {
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/* this updates the DrawBuffer->_NumColorDrawBuffers fields, etc */
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_mesa_update_framebuffer(ctx);
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/* this updates the DrawBuffer's Width/Height if it's a FBO */
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_mesa_update_draw_buffer_bounds(ctx);
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}
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if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
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/* this may occur when we're called by glBindFrameBuffer() during
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* the process of someone setting up renderbuffers, etc.
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*/
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/*_mesa_debug(ctx, "DrawBuffer: incomplete user FBO\n");*/
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return;
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}
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/* How many color buffers are we drawing into?
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*
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* If there are zero buffers or the buffer is too big, don't configure any
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* regions for hardware drawing. We'll fallback to software below. Not
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* having regions set makes some of the software fallback paths faster.
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*/
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if ((fb->Width > ctx->Const.MaxRenderbufferSize)
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|| (fb->Height > ctx->Const.MaxRenderbufferSize)
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|| (fb->_NumColorDrawBuffers == 0)) {
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/* writing to 0 */
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colorRegions[0] = NULL;
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}
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else if (fb->_NumColorDrawBuffers > 1) {
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int i;
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struct intel_renderbuffer *irb;
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for (i = 0; i < fb->_NumColorDrawBuffers; i++) {
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irb = intel_renderbuffer(fb->_ColorDrawBuffers[i]);
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colorRegions[i] = irb ? irb->region : NULL;
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}
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}
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else {
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/* Get the intel_renderbuffer for the single colorbuffer we're drawing
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* into.
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*/
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if (fb->Name == 0) {
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/* drawing to window system buffer */
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if (fb->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT)
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colorRegions[0] = intel_get_rb_region(fb, BUFFER_FRONT_LEFT);
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else
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colorRegions[0] = intel_get_rb_region(fb, BUFFER_BACK_LEFT);
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}
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else {
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/* drawing to user-created FBO */
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struct intel_renderbuffer *irb;
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irb = intel_renderbuffer(fb->_ColorDrawBuffers[0]);
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colorRegions[0] = (irb && irb->region) ? irb->region : NULL;
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}
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}
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if (!colorRegions[0]) {
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FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, GL_TRUE);
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}
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else {
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FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, GL_FALSE);
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}
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/* Check for depth fallback. */
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if (irbDepth && irbDepth->region) {
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assert(!fb_has_hiz || irbDepth->Base.Format != MESA_FORMAT_S8_Z24);
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FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_FALSE);
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depthRegion = irbDepth->region;
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} else if (irbDepth && !irbDepth->region) {
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FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_TRUE);
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depthRegion = NULL;
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} else { /* !irbDepth */
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/* No fallback is needed because there is no depth buffer. */
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FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_FALSE);
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depthRegion = NULL;
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}
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/* Check for stencil fallback. */
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if (irbStencil && irbStencil->region) {
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if (!intel->has_separate_stencil)
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assert(irbStencil->Base.Format == MESA_FORMAT_S8_Z24);
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if (fb_has_hiz || intel->must_use_separate_stencil)
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assert(irbStencil->Base.Format == MESA_FORMAT_S8);
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if (irbStencil->Base.Format == MESA_FORMAT_S8)
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assert(intel->has_separate_stencil);
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FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_FALSE);
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} else if (irbStencil && !irbStencil->region) {
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FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_TRUE);
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} else { /* !irbStencil */
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/* No fallback is needed because there is no stencil buffer. */
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FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_FALSE);
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}
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/* If we have a (packed) stencil buffer attached but no depth buffer,
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* we still need to set up the shared depth/stencil state so we can use it.
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*/
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if (depthRegion == NULL && irbStencil && irbStencil->region
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&& irbStencil->Base.Format == MESA_FORMAT_S8_Z24) {
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depthRegion = irbStencil->region;
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}
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/*
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* Update depth and stencil test state
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*/
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if (ctx->Driver.Enable) {
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ctx->Driver.Enable(ctx, GL_DEPTH_TEST,
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(ctx->Depth.Test && fb->Visual.depthBits > 0));
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ctx->Driver.Enable(ctx, GL_STENCIL_TEST,
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(ctx->Stencil.Enabled && fb->Visual.stencilBits > 0));
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}
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else {
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/* Mesa's Stencil._Enabled field is updated when
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* _NEW_BUFFERS | _NEW_STENCIL, but i965 code assumes that the value
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* only changes with _NEW_STENCIL (which seems sensible). So flag it
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* here since this is the _NEW_BUFFERS path.
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*/
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intel->NewGLState |= (_NEW_DEPTH | _NEW_STENCIL);
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}
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||||
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;
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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)
|
||||
{
|
||||
|
|
|
@ -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);
|
||||
|
||||
|
|
|
@ -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);
|
||||
|
|
Loading…
Reference in New Issue