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authorChad Versace <[email protected]>2011-11-15 22:11:33 -0800
committerChad Versace <[email protected]>2011-11-22 10:50:31 -0800
commitc80b31fdee1fa96b8d45ad2537ecdb5b9151973e (patch)
tree483b26b8cae141fb64029975dbdd41b58e465468
parent73540690f71280a2bdda51b45203fd4ed43a1760 (diff)
intel: Refactor intel_render_texture() [v2]
This is in preparation for properly implementing glFramebufferTexture*() for mipmapped depthstencil textures. The FIXME comments deleted by this patch give a rough explanation of what was broken. This refactor does the following: - In intel_update_wrapper() and intel_wrap_texture(), change the parameters to prepare to remove functions' dependency on gl_texture_image. - Move the call to intel_renderbuffer_set_draw_offsets() from intel_render_texture() into intel_udpate_wrapper(). Each time I encounter those functions, I dislike their vague names. (Update which wrapper? What is wrapped? What is the wrapper?). So, while I was mucking around, I also renamed the functions. v2: In addition to the ``GLenum internal_format`` parameter to intel_wrap_miptree(), add a ``gl_format format`` parameter. This removes the need to recalculate for the true format from internal_format with ChooseNewTextureFormat, which was just weird. Signed-off-by: Chad Versace <[email protected]>
-rw-r--r--src/mesa/drivers/dri/intel/intel_fbo.c121
1 files changed, 88 insertions, 33 deletions
diff --git a/src/mesa/drivers/dri/intel/intel_fbo.c b/src/mesa/drivers/dri/intel/intel_fbo.c
index dd7adfbb051..71ac638c061 100644
--- a/src/mesa/drivers/dri/intel/intel_fbo.c
+++ b/src/mesa/drivers/dri/intel/intel_fbo.c
@@ -946,42 +946,52 @@ intel_framebuffer_renderbuffer(struct gl_context * ctx,
intel_draw_buffer(ctx);
}
+/**
+ * NOTE: The 'att' parameter is a kludge that will soon be removed. Its
+ * presence allows us to refactor the wrapping of depthstencil textures that
+ * use separate stencil in two easily manageable steps, rather than in one
+ * large, hairy step. First, refactor the common wrapping code used by all
+ * texture formats. Second, refactor the separate stencil code paths.
+ */
static bool
-intel_update_wrapper(struct gl_context *ctx, struct intel_renderbuffer *irb,
- struct gl_renderbuffer_attachment *att)
+intel_renderbuffer_update_wrapper(struct intel_context *intel,
+ struct intel_renderbuffer *irb,
+ struct intel_mipmap_tree *mt,
+ uint32_t level,
+ uint32_t layer,
+ gl_format format,
+ GLenum internal_format,
+ struct gl_renderbuffer_attachment *att)
{
+ struct gl_renderbuffer *rb = &irb->Base;
+
+ /* The image variables are a kludge. See the note above for the att
+ * parameter.
+ */
struct gl_texture_image *texImage = _mesa_get_attachment_teximage(att);
struct intel_texture_image *intel_image = intel_texture_image(texImage);
- int width, height, depth;
- if (!intel_span_supports_format(texImage->TexFormat)) {
+ rb->Format = format;
+ if (!intel_span_supports_format(rb->Format)) {
DBG("Render to texture BAD FORMAT %s\n",
- _mesa_get_format_name(texImage->TexFormat));
+ _mesa_get_format_name(rb->Format));
return false;
} else {
- DBG("Render to texture %s\n", _mesa_get_format_name(texImage->TexFormat));
+ DBG("Render to texture %s\n", _mesa_get_format_name(rb->Format));
}
- intel_miptree_get_dimensions_for_image(texImage, &width, &height, &depth);
-
- irb->Base.Format = texImage->TexFormat;
- irb->Base.DataType = intel_mesa_format_to_rb_datatype(texImage->TexFormat);
- irb->Base.InternalFormat = texImage->InternalFormat;
- irb->Base._BaseFormat = _mesa_base_tex_format(ctx, irb->Base.InternalFormat);
- irb->Base.Width = width;
- irb->Base.Height = height;
+ rb->InternalFormat = internal_format;
+ rb->DataType = intel_mesa_format_to_rb_datatype(rb->Format);
+ rb->_BaseFormat = _mesa_get_format_base_format(rb->Format);
+ rb->Width = mt->level[level].width;
+ rb->Height = mt->level[level].height;
irb->Base.Delete = intel_delete_renderbuffer;
irb->Base.AllocStorage = intel_nop_alloc_storage;
- irb->mt_level = att->TextureLevel;
- if (texImage->TexObject->Target == GL_TEXTURE_CUBE_MAP) {
- assert(att->Zoffset == 0);
- irb->mt_layer = att->CubeMapFace;
- } else {
- assert(att->CubeMapFace == 0);
- irb->mt_layer= att->Zoffset;
- }
+ intel_miptree_check_level_layer(mt, level, layer);
+ irb->mt_level = level;
+ irb->mt_layer = layer;
if (intel_image->stencil_rb) {
/* The tex image has packed depth/stencil format, but is using separate
@@ -1004,29 +1014,51 @@ intel_update_wrapper(struct gl_context *ctx, struct intel_renderbuffer *irb,
depth_irb = intel_renderbuffer(intel_image->depth_rb);
depth_irb->mt_level = irb->mt_level;
depth_irb->mt_layer = irb->mt_layer;
+ intel_renderbuffer_set_draw_offset(depth_irb);
stencil_irb = intel_renderbuffer(intel_image->stencil_rb);
stencil_irb->mt_level = irb->mt_level;
stencil_irb->mt_layer = irb->mt_layer;
+ intel_renderbuffer_set_draw_offset(stencil_irb);
} else {
intel_miptree_reference(&irb->mt, intel_image->mt);
+ intel_renderbuffer_set_draw_offset(irb);
}
+
return true;
}
/**
- * When glFramebufferTexture[123]D is called this function sets up the
- * gl_renderbuffer wrapper around the texture image.
- * This will have the region info needed for hardware rendering.
+ * \brief Wrap a renderbuffer around a single slice of a miptree.
+ *
+ * Called by glFramebufferTexture*(). This just allocates a
+ * ``struct intel_renderbuffer`` then calls
+ * intel_renderbuffer_update_wrapper() to do the real work.
+ *
+ * NOTE: The 'att' parameter is a kludge that will soon be removed. Its
+ * presence allows us to refactor the wrapping of depthstencil textures that
+ * use separate stencil in two easily manageable steps, rather than in one
+ * large, hairy step. First, refactor the common wrapping code used by all
+ * texture formats. Second, refactor the separate stencil code paths.
+ *
+ * \see intel_renderbuffer_update_wrapper()
*/
-static struct intel_renderbuffer *
-intel_wrap_texture(struct gl_context * ctx,
- struct gl_renderbuffer_attachment *att)
+static struct intel_renderbuffer*
+intel_renderbuffer_wrap_miptree(struct intel_context *intel,
+ struct intel_mipmap_tree *mt,
+ uint32_t level,
+ uint32_t layer,
+ gl_format format,
+ GLenum internal_format,
+ struct gl_renderbuffer_attachment *att)
+
{
const GLuint name = ~0; /* not significant, but distinct for debugging */
+ struct gl_context *ctx = &intel->ctx;
struct intel_renderbuffer *irb;
- /* make an intel_renderbuffer to wrap the texture image */
+ intel_miptree_check_level_layer(mt, level, layer);
+
irb = CALLOC_STRUCT(intel_renderbuffer);
if (!irb) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glFramebufferTexture");
@@ -1036,7 +1068,10 @@ intel_wrap_texture(struct gl_context * ctx,
_mesa_init_renderbuffer(&irb->Base, name);
irb->Base.ClassID = INTEL_RB_CLASS;
- if (!intel_update_wrapper(ctx, irb, att)) {
+ if (!intel_renderbuffer_update_wrapper(intel, irb,
+ mt, level, layer,
+ format, internal_format,
+ att)) {
free(irb);
return NULL;
}
@@ -1124,12 +1159,22 @@ intel_render_texture(struct gl_context * ctx,
struct gl_framebuffer *fb,
struct gl_renderbuffer_attachment *att)
{
+ struct intel_context *intel = intel_context(ctx);
struct gl_texture_image *image = _mesa_get_attachment_teximage(att);
struct intel_renderbuffer *irb = intel_renderbuffer(att->Renderbuffer);
struct intel_texture_image *intel_image = intel_texture_image(image);
+ struct intel_mipmap_tree *mt = intel_image->mt;
(void) fb;
+ int layer;
+ if (att->CubeMapFace > 0) {
+ assert(att->Zoffset == 0);
+ layer = att->CubeMapFace;
+ } else {
+ layer = att->Zoffset;
+ }
+
if (!intel_image->mt) {
/* Fallback on drawing to a texture that doesn't have a miptree
* (has a border, width/height 0, etc.)
@@ -1139,7 +1184,14 @@ intel_render_texture(struct gl_context * ctx,
return;
}
else if (!irb) {
- irb = intel_wrap_texture(ctx, att);
+ irb = intel_renderbuffer_wrap_miptree(intel,
+ mt,
+ att->TextureLevel,
+ layer,
+ image->TexFormat,
+ image->InternalFormat,
+ att);
+
if (irb) {
/* bind the wrapper to the attachment point */
_mesa_reference_renderbuffer(&att->Renderbuffer, &irb->Base);
@@ -1151,7 +1203,11 @@ intel_render_texture(struct gl_context * ctx,
}
}
- if (!intel_update_wrapper(ctx, irb, att)) {
+ if (!intel_renderbuffer_update_wrapper(intel, irb,
+ mt, att->TextureLevel, layer,
+ image->TexFormat,
+ image->InternalFormat,
+ att)) {
_mesa_reference_renderbuffer(&att->Renderbuffer, NULL);
_swrast_render_texture(ctx, fb, att);
return;
@@ -1162,7 +1218,6 @@ intel_render_texture(struct gl_context * ctx,
att->Texture->Name, image->Width, image->Height,
irb->Base.RefCount);
- intel_renderbuffer_set_draw_offset(irb);
intel_image->used_as_render_target = true;
#ifndef I915