diff options
author | Eric Anholt <[email protected]> | 2009-06-05 23:16:44 +0000 |
---|---|---|
committer | Eric Anholt <[email protected]> | 2009-06-17 21:01:48 -0700 |
commit | 0f328c90dbc893e15005f2ab441d309c1c176245 (patch) | |
tree | 80a82e10b357e4cd595d0e3ef744ebce108e43ec /src/mesa/drivers/dri/i965/brw_fallback.c | |
parent | 46000cecc32104702fcb0de5a842d11b18c41c6b (diff) |
i965: Fall back or appropriately adjust offsets of drawing to tiled regions.
3D rendering to tiled textures was being done with non-tile-aligned offsets.
The G4X hardware has fields to let us support it easily and correctly, while
the pre-G4X hardware requires a path full of suffering, so we just fall back.
Diffstat (limited to 'src/mesa/drivers/dri/i965/brw_fallback.c')
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_fallback.c | 31 |
1 files changed, 31 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_fallback.c b/src/mesa/drivers/dri/i965/brw_fallback.c index 299357409ce..d27c6c24ca5 100644 --- a/src/mesa/drivers/dri/i965/brw_fallback.c +++ b/src/mesa/drivers/dri/i965/brw_fallback.c @@ -37,6 +37,9 @@ #include "tnl/tnl.h" #include "brw_context.h" #include "brw_fallback.h" +#include "intel_chipset.h" +#include "intel_fbo.h" +#include "intel_regions.h" #include "glapi/glapi.h" @@ -44,6 +47,7 @@ static GLboolean do_check_fallback(struct brw_context *brw) { + struct intel_context *intel = &brw->intel; GLcontext *ctx = &brw->intel.ctx; GLuint i; @@ -81,6 +85,33 @@ static GLboolean do_check_fallback(struct brw_context *brw) return GL_TRUE; } + /* _NEW_BUFFERS */ + if (IS_965(intel->intelScreen->deviceID) && + !IS_G4X(intel->intelScreen->deviceID)) { + for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) { + struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[i]; + struct intel_renderbuffer *irb = intel_renderbuffer(rb); + + /* The original gen4 hardware couldn't set up WM surfaces pointing + * at an offset within a tile, which can happen when rendering to + * anything but the base level of a texture or the +X face/0 depth. + * This was fixed with the 4 Series hardware. + * + * For these original chips, you would have to make the depth and + * color destination surfaces include information on the texture + * type, LOD, face, and various limits to use them as a destination. + * I would have done this, but there's also a nasty requirement that + * the depth and the color surfaces all be of the same LOD, which + * may be a worse requirement than this alignment. (Also, we may + * want to just demote the texture to untiled, instead). + */ + if (irb->region && irb->region->tiling != I915_TILING_NONE && + (irb->region->draw_offset & 4095)) { + DBG("FALLBACK: non-tile-aligned destination for tiled FBO\n"); + return GL_TRUE; + } + } + } return GL_FALSE; } |