diff options
author | Eric Anholt <[email protected]> | 2011-07-12 09:43:22 -0700 |
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committer | Eric Anholt <[email protected]> | 2011-07-18 11:26:33 -0700 |
commit | f34ec6169dc8b96e3958a42b51c9048c5f42ed80 (patch) | |
tree | 469072d9a27c8abaeb49d49597c861d08aaf160f /src/mesa/drivers/dri/intel/intel_buffers.c | |
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/intel/intel_buffers.c')
-rw-r--r-- | src/mesa/drivers/dri/intel/intel_buffers.c | 199 |
1 files changed, 0 insertions, 199 deletions
diff --git a/src/mesa/drivers/dri/intel/intel_buffers.c b/src/mesa/drivers/dri/intel/intel_buffers.c index a52a07cd93a..fccdcbd7303 100644 --- a/src/mesa/drivers/dri/intel/intel_buffers.c +++ b/src/mesa/drivers/dri/intel/intel_buffers.c @@ -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) { |