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Diffstat (limited to 'src/mesa/drivers/dri/intel/intel_buffers.c')
-rw-r--r--src/mesa/drivers/dri/intel/intel_buffers.c199
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)
{