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-rw-r--r--src/mesa/drivers/dri/i965/brw_context.c66
1 files changed, 66 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_context.c b/src/mesa/drivers/dri/i965/brw_context.c
index 9b506a6529f..531ce5bd0d8 100644
--- a/src/mesa/drivers/dri/i965/brw_context.c
+++ b/src/mesa/drivers/dri/i965/brw_context.c
@@ -33,11 +33,23 @@
#include "main/imports.h"
#include "main/macros.h"
#include "main/simple_list.h"
+
+#include "vbo/vbo_context.h"
+
#include "brw_context.h"
#include "brw_defines.h"
#include "brw_draw.h"
#include "brw_state.h"
+
+#include "gen6_hiz.h"
+
+#include "intel_fbo.h"
+#include "intel_mipmap_tree.h"
+#include "intel_regions.h"
#include "intel_span.h"
+#include "intel_tex.h"
+#include "intel_tex_obj.h"
+
#include "tnl/t_pipeline.h"
#include "glsl/ralloc.h"
@@ -45,12 +57,66 @@
* Mesa's Driver Functions
***************************************/
+/**
+ * \brief Prepare for entry into glBegin/glEnd block.
+ *
+ * Resolve buffers before entering a glBegin/glEnd block. This is
+ * necessary to prevent recursive calls to FLUSH_VERTICES.
+ *
+ * This resolves the depth buffer of each enabled depth texture and the HiZ
+ * buffer of the attached depth renderbuffer.
+ *
+ * Details
+ * -------
+ * When vertices are queued during a glBegin/glEnd block, those vertices must
+ * be drawn before any rendering state changes. To ensure this, Mesa calls
+ * FLUSH_VERTICES as a prehook to such state changes. Therefore,
+ * FLUSH_VERTICES itself cannot change rendering state without falling into a
+ * recursive trap.
+ *
+ * This precludes meta-ops, namely buffer resolves, from occurring while any
+ * vertices are queued. To prevent that situation, we resolve some buffers on
+ * entering a glBegin/glEnd
+ *
+ * \see brwCleanupExecEnd()
+ */
+static void brwPrepareExecBegin(struct gl_context *ctx)
+{
+ struct brw_context *brw = brw_context(ctx);
+ struct intel_context *intel = &brw->intel;
+ struct intel_renderbuffer *draw_irb;
+ struct intel_texture_object *tex_obj;
+
+ if (!intel->has_hiz) {
+ /* The context uses no feature that requires buffer resolves. */
+ return;
+ }
+
+ /* Resolve each enabled texture. */
+ for (int i = 0; i < ctx->Const.MaxTextureImageUnits; i++) {
+ if (!ctx->Texture.Unit[i]._ReallyEnabled)
+ continue;
+ tex_obj = intel_texture_object(ctx->Texture.Unit[i]._Current);
+ if (!tex_obj || !tex_obj->mt)
+ continue;
+ intel_miptree_all_slices_resolve_depth(intel, tex_obj->mt);
+ }
+
+ /* Resolve the attached depth buffer. */
+ draw_irb = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH);
+ if (draw_irb) {
+ intel_renderbuffer_resolve_hiz(intel, draw_irb);
+ }
+}
+
static void brwInitDriverFunctions( struct dd_function_table *functions )
{
intelInitDriverFunctions( functions );
brwInitFragProgFuncs( functions );
brw_init_queryobj_functions(functions);
+
+ functions->PrepareExecBegin = brwPrepareExecBegin;
}
bool