diff options
Diffstat (limited to 'src/mesa/drivers/dri/intel/intel_depthstencil.c')
-rw-r--r-- | src/mesa/drivers/dri/intel/intel_depthstencil.c | 261 |
1 files changed, 0 insertions, 261 deletions
diff --git a/src/mesa/drivers/dri/intel/intel_depthstencil.c b/src/mesa/drivers/dri/intel/intel_depthstencil.c deleted file mode 100644 index 354b3bf0d70..00000000000 --- a/src/mesa/drivers/dri/intel/intel_depthstencil.c +++ /dev/null @@ -1,261 +0,0 @@ -/************************************************************************** - * - * Copyright 2006 Tungsten Graphics, Inc., Cedar Park, Texas. - * All Rights Reserved. - * - * Permission is hereby granted, free of charge, to any person obtaining a - * copy of this software and associated documentation files (the - * "Software"), to deal in the Software without restriction, including - * without limitation the rights to use, copy, modify, merge, publish, - * distribute, sub license, and/or sell copies of the Software, and to - * permit persons to whom the Software is furnished to do so, subject to - * the following conditions: - * - * The above copyright notice and this permission notice (including the - * next paragraph) shall be included in all copies or substantial portions - * of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS - * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF - * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. - * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR - * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, - * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE - * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. - * - **************************************************************************/ - -#include "main/glheader.h" -#include "main/imports.h" -#include "main/context.h" -#include "main/depthstencil.h" -#include "main/fbobject.h" -#include "main/framebuffer.h" -#include "main/hash.h" -#include "main/mtypes.h" -#include "main/renderbuffer.h" - -#include "intel_context.h" -#include "intel_fbo.h" -#include "intel_depthstencil.h" -#include "intel_regions.h" -#include "intel_span.h" - -/** - * The GL_EXT_framebuffer_object allows the user to create their own - * framebuffer objects consisting of color renderbuffers (0 or more), - * depth renderbuffers (0 or 1) and stencil renderbuffers (0 or 1). - * - * The spec considers depth and stencil renderbuffers to be totally independent - * buffers. In reality, most graphics hardware today uses a combined - * depth+stencil buffer (one 32-bit pixel = 24 bits of Z + 8 bits of stencil). - * - * This causes difficulty because the user may create some number of depth - * renderbuffers and some number of stencil renderbuffers and bind them - * together in framebuffers in any combination. - * - * This code manages all that. - * - * 1. Depth renderbuffers are always allocated in hardware as 32bpp - * GL_DEPTH24_STENCIL8 buffers. - * - * 2. Stencil renderbuffers are initially allocated in software as 8bpp - * GL_STENCIL_INDEX8 buffers. - * - * 3. Depth and Stencil renderbuffers use the PairedStencil and PairedDepth - * fields (respectively) to indicate if the buffer's currently paired - * with another stencil or depth buffer (respectively). - * - * 4. When a depth and stencil buffer are initially both attached to the - * current framebuffer, we merge the stencil buffer values into the - * depth buffer (really a depth+stencil buffer). The then hardware uses - * the combined buffer. - * - * 5. Whenever a depth or stencil buffer is reallocated (with - * glRenderbufferStorage) we undo the pairing and copy the stencil values - * from the combined depth/stencil buffer back to the stencil-only buffer. - * - * 6. We also undo the pairing when we find a change in buffer bindings. - * - * 7. If a framebuffer is only using a depth renderbuffer (no stencil), we - * just use the combined depth/stencil buffer and ignore the stencil values. - * - * 8. If a framebuffer is only using a stencil renderbuffer (no depth) we have - * to promote the 8bpp software stencil buffer to a 32bpp hardware - * depth+stencil buffer. - * - */ - -/** - * Undo the pairing/interleaving between depth and stencil buffers. - * irb should be a depth/stencil or stencil renderbuffer. - */ -void -intel_unpair_depth_stencil(GLcontext *ctx, struct intel_renderbuffer *irb) -{ - struct intel_context *intel = intel_context(ctx); - struct gl_renderbuffer *rb = &irb->Base; - - if (irb->PairedStencil) { - /* irb is a depth/stencil buffer */ - struct gl_renderbuffer *stencilRb; - struct intel_renderbuffer *stencilIrb; - - ASSERT(rb->_ActualFormat == GL_DEPTH24_STENCIL8_EXT); - - stencilRb = _mesa_lookup_renderbuffer(ctx, irb->PairedStencil); - stencilIrb = intel_renderbuffer(stencilRb); - if (stencilIrb) { - /* need to extract stencil values from the depth buffer */ - ASSERT(stencilIrb->PairedDepth == rb->Name); - intel_renderbuffer_map(intel, rb); - intel_renderbuffer_map(intel, stencilRb); -#if 0 - /* disable for now */ - _mesa_extract_stencil(ctx, rb, stencilRb); -#endif - intel_renderbuffer_unmap(intel, stencilRb); - intel_renderbuffer_unmap(intel, rb); - stencilIrb->PairedDepth = 0; - } - irb->PairedStencil = 0; - } - else if (irb->PairedDepth) { - /* irb is a stencil buffer */ - struct gl_renderbuffer *depthRb; - struct intel_renderbuffer *depthIrb; - - ASSERT(rb->_ActualFormat == GL_STENCIL_INDEX8_EXT || - rb->_ActualFormat == GL_DEPTH24_STENCIL8_EXT); - - depthRb = _mesa_lookup_renderbuffer(ctx, irb->PairedDepth); - depthIrb = intel_renderbuffer(depthRb); - if (depthIrb) { - /* need to extract stencil values from the depth buffer */ - ASSERT(depthIrb->PairedStencil == rb->Name); - intel_renderbuffer_map(intel, rb); - intel_renderbuffer_map(intel, depthRb); -#if 0 - /* disable for now */ - _mesa_extract_stencil(ctx, depthRb, rb); -#endif - intel_renderbuffer_unmap(intel, depthRb); - intel_renderbuffer_unmap(intel, rb); - depthIrb->PairedStencil = 0; - } - irb->PairedDepth = 0; - } - else { - _mesa_problem(ctx, "Problem in undo_depth_stencil_pairing"); - } - - ASSERT(irb->PairedStencil == 0); - ASSERT(irb->PairedDepth == 0); -} - - -/** - * Examine the depth and stencil renderbuffers which are attached to the - * framebuffer. If both depth and stencil are attached, make sure that the - * renderbuffers are 'paired' (combined). If only depth or only stencil is - * attached, undo any previous pairing. - * - * Must be called if NewState & _NEW_BUFFER (when renderbuffer attachments - * change, for example). - */ -void -intel_validate_paired_depth_stencil(GLcontext * ctx, - struct gl_framebuffer *fb) -{ - struct intel_context *intel = intel_context(ctx); - struct intel_renderbuffer *depthRb, *stencilRb; - - depthRb = intel_get_renderbuffer(fb, BUFFER_DEPTH); - stencilRb = intel_get_renderbuffer(fb, BUFFER_STENCIL); - - if (depthRb && stencilRb) { - if (depthRb == stencilRb) { - /* Using a user-created combined depth/stencil buffer. - * Nothing to do. - */ - ASSERT(depthRb->Base._BaseFormat == GL_DEPTH_STENCIL_EXT); - ASSERT(depthRb->Base._ActualFormat == GL_DEPTH24_STENCIL8_EXT); - } - else { - /* Separate depth/stencil buffers, need to interleave now */ - ASSERT(depthRb->Base._BaseFormat == GL_DEPTH_COMPONENT || - depthRb->Base._BaseFormat == GL_DEPTH_STENCIL); - ASSERT(stencilRb->Base._BaseFormat == GL_STENCIL_INDEX || - stencilRb->Base._BaseFormat == GL_DEPTH_STENCIL); - - /* may need to interleave depth/stencil now */ - if (depthRb->PairedStencil == stencilRb->Base.Name) { - /* OK, the depth and stencil buffers are already interleaved */ - ASSERT(stencilRb->PairedDepth == depthRb->Base.Name); - } - else { - /* need to setup new pairing/interleaving */ - if (depthRb->PairedStencil) { - intel_unpair_depth_stencil(ctx, depthRb); - } - if (stencilRb->PairedDepth) { - intel_unpair_depth_stencil(ctx, stencilRb); - } - - ASSERT(depthRb->Base._ActualFormat == GL_DEPTH24_STENCIL8_EXT); - ASSERT(stencilRb->Base._ActualFormat == GL_STENCIL_INDEX8_EXT || - stencilRb->Base._ActualFormat == GL_DEPTH24_STENCIL8_EXT); - - /* establish new pairing: interleave stencil into depth buffer */ - intel_renderbuffer_map(intel, &depthRb->Base); - intel_renderbuffer_map(intel, &stencilRb->Base); - _mesa_insert_stencil(ctx, &depthRb->Base, &stencilRb->Base); - intel_renderbuffer_unmap(intel, &stencilRb->Base); - intel_renderbuffer_unmap(intel, &depthRb->Base); - depthRb->PairedStencil = stencilRb->Base.Name; - stencilRb->PairedDepth = depthRb->Base.Name; - } - - } - } - else if (depthRb) { - /* Depth buffer but no stencil buffer. - * We'll use a GL_DEPTH24_STENCIL8 buffer and ignore the stencil bits. - */ - /* can't assert this until storage is allocated: - ASSERT(depthRb->Base._ActualFormat == GL_DEPTH24_STENCIL8_EXT); - */ - /* intel_undo any previous pairing */ - if (depthRb->PairedStencil) { - intel_unpair_depth_stencil(ctx, depthRb); - } - } - else if (stencilRb) { - /* Stencil buffer but no depth buffer. - * Since h/w doesn't typically support just 8bpp stencil w/out Z, - * we'll use a GL_DEPTH24_STENCIL8 buffer and ignore the depth bits. - */ - /* undo any previous pairing */ - if (stencilRb->PairedDepth) { - intel_unpair_depth_stencil(ctx, stencilRb); - } - if (stencilRb->Base._ActualFormat == GL_STENCIL_INDEX8_EXT) { - /* promote buffer to GL_DEPTH24_STENCIL8 for hw rendering */ - _mesa_promote_stencil(ctx, &stencilRb->Base); - ASSERT(stencilRb->Base._ActualFormat == GL_DEPTH24_STENCIL8_EXT); - } - } - - /* Finally, update the fb->_DepthBuffer and fb->_StencilBuffer fields */ - _mesa_update_depth_buffer(ctx, fb, BUFFER_DEPTH); - if (depthRb && depthRb->PairedStencil) - _mesa_update_stencil_buffer(ctx, fb, BUFFER_DEPTH); - else - _mesa_update_stencil_buffer(ctx, fb, BUFFER_STENCIL); - - - /* The hardware should use fb->Attachment[BUFFER_DEPTH].Renderbuffer - * first, if present, then fb->Attachment[BUFFER_STENCIL].Renderbuffer - * if present. - */ -} |