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authorChad Versace <[email protected]>2011-11-13 17:45:51 -0800
committerChad Versace <[email protected]>2011-11-21 16:58:28 -0800
commitaf35a3523df7f555427de4835ae092d1836c3c95 (patch)
tree290d20ea155999ffb722564bb7d0033e8d60786f /src/mesa/drivers/dri/i965/brw_vtbl.c
parent3d2235e6c76a8a6aef2a14ca57c68403cf056921 (diff)
intel: Fix swrast_render_start() for depthstencil buffers with separate stencil
1. Don't map the depthstencil buffer twice Place a guard in intel_renderbuffer_map() to prevent a renderbuffer from being mapped twice. This happened if a single buffer was attached to the framebuffer's depth and stencil attachment points. (Interestingly, because intel_map_renderbuffer_gtt() is idempotent, the double mapping did not cause bugs for depthstencil buffers *without* separate stencil). 2. Stop overriding gl_framebuffer::_DepthBuffer,_StencilBuffer Normally, if a depthstencil buffer is attached to the framebuffer's depth attachment point, then _mesa_update_framebuffer() installs a wrapper depth renderbuffer at gl_framebuffer::_DepthBuffer. Ditto for the stencil attachment point and gl_framebuffer::_StencilBuffer A depthstencil intel_renderbuffer with separate stencil contains hidden depth and stencil renderbuffers, which are the *real* renderbuffers. In order to force swrast to work, we were installing, in brw_update_draw_buffer(), the hidden renderbuffers at gl_framebuffer::_DepthBuffer and _StencilBuffer, thus overriding the behavior of _mesa_update_framebuffer(). However, now that intel_renderbuffer_map() is implemented with MapRenderbuffer(), overriding _mesa_update_framebuffer's introduces bugs. This patch removes the override code. Fixes several Piglit tests on gen7. Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Signed-off-by: Chad Versace <[email protected]>
Diffstat (limited to 'src/mesa/drivers/dri/i965/brw_vtbl.c')
-rw-r--r--src/mesa/drivers/dri/i965/brw_vtbl.c22
1 files changed, 1 insertions, 21 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_vtbl.c b/src/mesa/drivers/dri/i965/brw_vtbl.c
index 7c40f278b8a..7c23faa8fff 100644
--- a/src/mesa/drivers/dri/i965/brw_vtbl.c
+++ b/src/mesa/drivers/dri/i965/brw_vtbl.c
@@ -95,7 +95,7 @@ brw_update_draw_buffer(struct intel_context *intel)
{
struct gl_context *ctx = &intel->ctx;
struct gl_framebuffer *fb = ctx->DrawBuffer;
- struct intel_renderbuffer *irbDepth = NULL, *irbStencil = NULL;
+ struct intel_renderbuffer *irbStencil = NULL;
bool fb_has_hiz = intel_framebuffer_has_hiz(fb);
if (!fb) {
@@ -103,27 +103,7 @@ brw_update_draw_buffer(struct intel_context *intel)
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.