diff options
author | Eric Anholt <[email protected]> | 2011-07-12 09:43:22 -0700 |
---|---|---|
committer | Eric Anholt <[email protected]> | 2011-07-18 11:26:33 -0700 |
commit | f34ec6169dc8b96e3958a42b51c9048c5f42ed80 (patch) | |
tree | 469072d9a27c8abaeb49d49597c861d08aaf160f /src/mesa/drivers/dri/i915 | |
parent | 8cf2741d2b05fd9f41eca35f0f43e6e0684d57f2 (diff) |
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 <[email protected]>
Diffstat (limited to 'src/mesa/drivers/dri/i915')
-rw-r--r-- | src/mesa/drivers/dri/i915/i830_vtbl.c | 202 | ||||
-rw-r--r-- | src/mesa/drivers/dri/i915/i915_vtbl.c | 200 |
2 files changed, 402 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/i915/i830_vtbl.c b/src/mesa/drivers/dri/i915/i830_vtbl.c index 7775e71381f..7dba135c1ce 100644 --- a/src/mesa/drivers/dri/i915/i830_vtbl.c +++ b/src/mesa/drivers/dri/i915/i830_vtbl.c @@ -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; diff --git a/src/mesa/drivers/dri/i915/i915_vtbl.c b/src/mesa/drivers/dri/i915/i915_vtbl.c index cd7d108222e..c3df2aa9860 100644 --- a/src/mesa/drivers/dri/i915/i915_vtbl.c +++ b/src/mesa/drivers/dri/i915/i915_vtbl.c @@ -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; |