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Diffstat (limited to 'src/mesa/drivers/dri/intel/intel_fbo.c')
-rw-r--r--src/mesa/drivers/dri/intel/intel_fbo.c687
1 files changed, 687 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/intel/intel_fbo.c b/src/mesa/drivers/dri/intel/intel_fbo.c
new file mode 100644
index 00000000000..6f99f401c7c
--- /dev/null
+++ b/src/mesa/drivers/dri/intel/intel_fbo.c
@@ -0,0 +1,687 @@
+/**************************************************************************
+ *
+ * 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 "imports.h"
+#include "mtypes.h"
+#include "fbobject.h"
+#include "framebuffer.h"
+#include "renderbuffer.h"
+#include "context.h"
+#include "texformat.h"
+#include "texrender.h"
+
+#include "intel_context.h"
+#include "intel_buffers.h"
+#include "intel_depthstencil.h"
+#include "intel_fbo.h"
+#include "intel_mipmap_tree.h"
+#include "intel_regions.h"
+#include "intel_span.h"
+
+
+#define FILE_DEBUG_FLAG DEBUG_FBO
+
+#define INTEL_RB_CLASS 0x12345678
+
+
+/* XXX FBO: move this to intel_context.h (inlined) */
+/**
+ * Return a gl_renderbuffer ptr casted to intel_renderbuffer.
+ * NULL will be returned if the rb isn't really an intel_renderbuffer.
+ * This is determiend by checking the ClassID.
+ */
+struct intel_renderbuffer *
+intel_renderbuffer(struct gl_renderbuffer *rb)
+{
+ struct intel_renderbuffer *irb = (struct intel_renderbuffer *) rb;
+ if (irb && irb->Base.ClassID == INTEL_RB_CLASS) {
+ /*_mesa_warning(NULL, "Returning non-intel Rb\n");*/
+ return irb;
+ }
+ else
+ return NULL;
+}
+
+
+struct intel_renderbuffer *
+intel_get_renderbuffer(struct gl_framebuffer *fb, GLuint attIndex)
+{
+ return intel_renderbuffer(fb->Attachment[attIndex].Renderbuffer);
+}
+
+
+void
+intel_flip_renderbuffers(struct intel_framebuffer *intel_fb)
+{
+ int current_page = intel_fb->pf_current_page;
+ int next_page = (current_page + 1) % intel_fb->pf_num_pages;
+ struct gl_renderbuffer *tmp_rb;
+
+ /* Exchange renderbuffers if necessary but make sure their reference counts
+ * are preserved.
+ */
+ if (intel_fb->color_rb[current_page] &&
+ intel_fb->Base.Attachment[BUFFER_FRONT_LEFT].Renderbuffer !=
+ &intel_fb->color_rb[current_page]->Base) {
+ tmp_rb = NULL;
+ _mesa_reference_renderbuffer(&tmp_rb,
+ intel_fb->Base.Attachment[BUFFER_FRONT_LEFT].Renderbuffer);
+ tmp_rb = &intel_fb->color_rb[current_page]->Base;
+ _mesa_reference_renderbuffer(
+ &intel_fb->Base.Attachment[BUFFER_FRONT_LEFT].Renderbuffer, tmp_rb);
+ _mesa_reference_renderbuffer(&tmp_rb, NULL);
+ }
+
+ if (intel_fb->color_rb[next_page] &&
+ intel_fb->Base.Attachment[BUFFER_BACK_LEFT].Renderbuffer !=
+ &intel_fb->color_rb[next_page]->Base) {
+ tmp_rb = NULL;
+ _mesa_reference_renderbuffer(&tmp_rb,
+ intel_fb->Base.Attachment[BUFFER_BACK_LEFT].Renderbuffer);
+ tmp_rb = &intel_fb->color_rb[next_page]->Base;
+ _mesa_reference_renderbuffer(
+ &intel_fb->Base.Attachment[BUFFER_BACK_LEFT].Renderbuffer, tmp_rb);
+ _mesa_reference_renderbuffer(&tmp_rb, NULL);
+ }
+}
+
+
+struct intel_region *
+intel_get_rb_region(struct gl_framebuffer *fb, GLuint attIndex)
+{
+ struct intel_renderbuffer *irb = intel_get_renderbuffer(fb, attIndex);
+
+ if (irb)
+ return irb->region;
+ else
+ return NULL;
+}
+
+
+
+/**
+ * Create a new framebuffer object.
+ */
+static struct gl_framebuffer *
+intel_new_framebuffer(GLcontext * ctx, GLuint name)
+{
+ /* Only drawable state in intel_framebuffer at this time, just use Mesa's
+ * class
+ */
+ return _mesa_new_framebuffer(ctx, name);
+}
+
+
+static void
+intel_delete_renderbuffer(struct gl_renderbuffer *rb)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct intel_context *intel = intel_context(ctx);
+ struct intel_renderbuffer *irb = intel_renderbuffer(rb);
+
+ ASSERT(irb);
+
+ if (irb->PairedStencil || irb->PairedDepth) {
+ intel_unpair_depth_stencil(ctx, irb);
+ }
+
+ if (intel && irb->region) {
+ intel_region_release(&irb->region);
+ }
+
+ _mesa_free(irb);
+}
+
+
+
+/**
+ * Return a pointer to a specific pixel in a renderbuffer.
+ */
+static void *
+intel_get_pointer(GLcontext * ctx, struct gl_renderbuffer *rb,
+ GLint x, GLint y)
+{
+ /* By returning NULL we force all software rendering to go through
+ * the span routines.
+ */
+ return NULL;
+}
+
+
+
+/**
+ * Called via glRenderbufferStorageEXT() to set the format and allocate
+ * storage for a user-created renderbuffer.
+ */
+static GLboolean
+intel_alloc_renderbuffer_storage(GLcontext * ctx, struct gl_renderbuffer *rb,
+ GLenum internalFormat,
+ GLuint width, GLuint height)
+{
+ struct intel_context *intel = intel_context(ctx);
+ struct intel_renderbuffer *irb = intel_renderbuffer(rb);
+ GLboolean softwareBuffer = GL_FALSE;
+ int cpp;
+
+ ASSERT(rb->Name != 0);
+
+ switch (internalFormat) {
+ case GL_R3_G3_B2:
+ case GL_RGB4:
+ case GL_RGB5:
+ rb->_ActualFormat = GL_RGB5;
+ rb->DataType = GL_UNSIGNED_BYTE;
+ rb->RedBits = 5;
+ rb->GreenBits = 6;
+ rb->BlueBits = 5;
+ cpp = 2;
+ break;
+ case GL_RGB:
+ case GL_RGB8:
+ case GL_RGB10:
+ case GL_RGB12:
+ case GL_RGB16:
+ case GL_RGBA:
+ case GL_RGBA2:
+ case GL_RGBA4:
+ case GL_RGB5_A1:
+ case GL_RGBA8:
+ case GL_RGB10_A2:
+ case GL_RGBA12:
+ case GL_RGBA16:
+ rb->_ActualFormat = GL_RGBA8;
+ rb->DataType = GL_UNSIGNED_BYTE;
+ rb->RedBits = 8;
+ rb->GreenBits = 8;
+ rb->BlueBits = 8;
+ rb->AlphaBits = 8;
+ cpp = 4;
+ break;
+ case GL_STENCIL_INDEX:
+ case GL_STENCIL_INDEX1_EXT:
+ case GL_STENCIL_INDEX4_EXT:
+ case GL_STENCIL_INDEX8_EXT:
+ case GL_STENCIL_INDEX16_EXT:
+ /* alloc a depth+stencil buffer */
+ rb->_ActualFormat = GL_DEPTH24_STENCIL8_EXT;
+ rb->DataType = GL_UNSIGNED_INT_24_8_EXT;
+ rb->StencilBits = 8;
+ cpp = 4;
+ break;
+ case GL_DEPTH_COMPONENT16:
+ rb->_ActualFormat = GL_DEPTH_COMPONENT16;
+ rb->DataType = GL_UNSIGNED_SHORT;
+ rb->DepthBits = 16;
+ cpp = 2;
+ break;
+ case GL_DEPTH_COMPONENT:
+ case GL_DEPTH_COMPONENT24:
+ case GL_DEPTH_COMPONENT32:
+ rb->_ActualFormat = GL_DEPTH24_STENCIL8_EXT;
+ rb->DataType = GL_UNSIGNED_INT_24_8_EXT;
+ rb->DepthBits = 24;
+ cpp = 4;
+ break;
+ case GL_DEPTH_STENCIL_EXT:
+ case GL_DEPTH24_STENCIL8_EXT:
+ rb->_ActualFormat = GL_DEPTH24_STENCIL8_EXT;
+ rb->DataType = GL_UNSIGNED_INT_24_8_EXT;
+ rb->DepthBits = 24;
+ rb->StencilBits = 8;
+ cpp = 4;
+ break;
+ default:
+ _mesa_problem(ctx,
+ "Unexpected format in intel_alloc_renderbuffer_storage");
+ return GL_FALSE;
+ }
+
+ intelFlush(ctx);
+
+ /* free old region */
+ if (irb->region) {
+ intel_region_release(&irb->region);
+ }
+
+ /* allocate new memory region/renderbuffer */
+ if (softwareBuffer) {
+ return _mesa_soft_renderbuffer_storage(ctx, rb, internalFormat,
+ width, height);
+ }
+ else {
+ /* Choose a pitch to match hardware requirements:
+ */
+ GLuint pitch = ((cpp * width + 63) & ~63) / cpp;
+
+ /* alloc hardware renderbuffer */
+ DBG("Allocating %d x %d Intel RBO (pitch %d)\n", width,
+ height, pitch);
+
+ irb->region = intel_region_alloc(intel->intelScreen, cpp, pitch, height);
+ if (!irb->region)
+ return GL_FALSE; /* out of memory? */
+
+ ASSERT(irb->region->buffer);
+
+ rb->Width = width;
+ rb->Height = height;
+
+ /* This sets the Get/PutRow/Value functions */
+ intel_set_span_functions(&irb->Base);
+
+ return GL_TRUE;
+ }
+}
+
+
+
+/**
+ * Called for each hardware renderbuffer when a _window_ is resized.
+ * Just update fields.
+ * Not used for user-created renderbuffers!
+ */
+static GLboolean
+intel_alloc_window_storage(GLcontext * ctx, struct gl_renderbuffer *rb,
+ GLenum internalFormat, GLuint width, GLuint height)
+{
+ ASSERT(rb->Name == 0);
+ rb->Width = width;
+ rb->Height = height;
+ rb->_ActualFormat = internalFormat;
+
+ return GL_TRUE;
+}
+
+static void
+intel_resize_buffers(GLcontext *ctx, struct gl_framebuffer *fb,
+ GLuint width, GLuint height)
+{
+ struct intel_framebuffer *intel_fb = (struct intel_framebuffer*)fb;
+ int i;
+
+ _mesa_resize_framebuffer(ctx, fb, width, height);
+
+ fb->Initialized = GL_TRUE; /* XXX remove someday */
+
+ if (fb->Name != 0) {
+ return;
+ }
+
+ /* Make sure all window system renderbuffers are up to date */
+ for (i = 0; i < 3; i++) {
+ struct gl_renderbuffer *rb = &intel_fb->color_rb[i]->Base;
+
+ /* only resize if size is changing */
+ if (rb && (rb->Width != width || rb->Height != height)) {
+ rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height);
+ }
+ }
+}
+
+static GLboolean
+intel_nop_alloc_storage(GLcontext * ctx, struct gl_renderbuffer *rb,
+ GLenum internalFormat, GLuint width, GLuint height)
+{
+ _mesa_problem(ctx, "intel_op_alloc_storage should never be called.");
+ return GL_FALSE;
+}
+
+
+
+/**
+ * Create a new intel_renderbuffer which corresponds to an on-screen window,
+ * not a user-created renderbuffer.
+ * \param width the screen width
+ * \param height the screen height
+ */
+struct intel_renderbuffer *
+intel_create_renderbuffer(GLenum intFormat, GLsizei width, GLsizei height,
+ int offset, int pitch, int cpp, void *map)
+{
+ GET_CURRENT_CONTEXT(ctx);
+
+ struct intel_renderbuffer *irb;
+ const GLuint name = 0;
+
+ irb = CALLOC_STRUCT(intel_renderbuffer);
+ if (!irb) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "creating renderbuffer");
+ return NULL;
+ }
+
+ _mesa_init_renderbuffer(&irb->Base, name);
+ irb->Base.ClassID = INTEL_RB_CLASS;
+
+ switch (intFormat) {
+ case GL_RGB5:
+ irb->Base._ActualFormat = GL_RGB5;
+ irb->Base._BaseFormat = GL_RGBA;
+ irb->Base.RedBits = 5;
+ irb->Base.GreenBits = 6;
+ irb->Base.BlueBits = 5;
+ irb->Base.DataType = GL_UNSIGNED_BYTE;
+ cpp = 2;
+ break;
+ case GL_RGBA8:
+ irb->Base._ActualFormat = GL_RGBA8;
+ irb->Base._BaseFormat = GL_RGBA;
+ irb->Base.RedBits = 8;
+ irb->Base.GreenBits = 8;
+ irb->Base.BlueBits = 8;
+ irb->Base.AlphaBits = 8;
+ irb->Base.DataType = GL_UNSIGNED_BYTE;
+ cpp = 4;
+ break;
+ case GL_STENCIL_INDEX8_EXT:
+ irb->Base._ActualFormat = GL_STENCIL_INDEX8_EXT;
+ irb->Base._BaseFormat = GL_STENCIL_INDEX;
+ irb->Base.StencilBits = 8;
+ irb->Base.DataType = GL_UNSIGNED_BYTE;
+ cpp = 1;
+ break;
+ case GL_DEPTH_COMPONENT16:
+ irb->Base._ActualFormat = GL_DEPTH_COMPONENT16;
+ irb->Base._BaseFormat = GL_DEPTH_COMPONENT;
+ irb->Base.DepthBits = 16;
+ irb->Base.DataType = GL_UNSIGNED_SHORT;
+ cpp = 2;
+ break;
+ case GL_DEPTH_COMPONENT24:
+ irb->Base._ActualFormat = GL_DEPTH24_STENCIL8_EXT;
+ irb->Base._BaseFormat = GL_DEPTH_COMPONENT;
+ irb->Base.DepthBits = 24;
+ irb->Base.DataType = GL_UNSIGNED_INT;
+ cpp = 4;
+ break;
+ case GL_DEPTH24_STENCIL8_EXT:
+ irb->Base._ActualFormat = GL_DEPTH24_STENCIL8_EXT;
+ irb->Base._BaseFormat = GL_DEPTH_STENCIL_EXT;
+ irb->Base.DepthBits = 24;
+ irb->Base.StencilBits = 8;
+ irb->Base.DataType = GL_UNSIGNED_INT_24_8_EXT;
+ cpp = 4;
+ break;
+ default:
+ _mesa_problem(NULL,
+ "Unexpected intFormat in intel_create_renderbuffer");
+ return NULL;
+ }
+
+ irb->Base.InternalFormat = intFormat;
+
+ /* intel-specific methods */
+ irb->Base.Delete = intel_delete_renderbuffer;
+ irb->Base.AllocStorage = intel_alloc_window_storage;
+ irb->Base.GetPointer = intel_get_pointer;
+ /* This sets the Get/PutRow/Value functions */
+ intel_set_span_functions(&irb->Base);
+
+ irb->pfMap = map;
+ irb->pfPitch = pitch / cpp; /* in pixels */
+
+#if 00
+ irb->region = intel_region_create_static(intel,
+ DRM_MM_TT,
+ offset, map, cpp, width, height);
+#endif
+
+ return irb;
+}
+
+
+/**
+ * Create a new renderbuffer object.
+ * Typically called via glBindRenderbufferEXT().
+ */
+static struct gl_renderbuffer *
+intel_new_renderbuffer(GLcontext * ctx, GLuint name)
+{
+ /*struct intel_context *intel = intel_context(ctx); */
+ struct intel_renderbuffer *irb;
+
+ irb = CALLOC_STRUCT(intel_renderbuffer);
+ if (!irb) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "creating renderbuffer");
+ return NULL;
+ }
+
+ _mesa_init_renderbuffer(&irb->Base, name);
+ irb->Base.ClassID = INTEL_RB_CLASS;
+
+ /* intel-specific methods */
+ irb->Base.Delete = intel_delete_renderbuffer;
+ irb->Base.AllocStorage = intel_alloc_renderbuffer_storage;
+ irb->Base.GetPointer = intel_get_pointer;
+ /* span routines set in alloc_storage function */
+
+ return &irb->Base;
+}
+
+
+/**
+ * Called via glBindFramebufferEXT().
+ */
+static void
+intel_bind_framebuffer(GLcontext * ctx, GLenum target,
+ struct gl_framebuffer *fb, struct gl_framebuffer *fbread)
+{
+ if (target == GL_FRAMEBUFFER_EXT || target == GL_DRAW_FRAMEBUFFER_EXT) {
+ intel_draw_buffer(ctx, fb);
+ /* Integer depth range depends on depth buffer bits */
+ ctx->Driver.DepthRange(ctx, ctx->Viewport.Near, ctx->Viewport.Far);
+ }
+ else {
+ /* don't need to do anything if target == GL_READ_FRAMEBUFFER_EXT */
+ }
+}
+
+
+/**
+ * Called via glFramebufferRenderbufferEXT().
+ */
+static void
+intel_framebuffer_renderbuffer(GLcontext * ctx,
+ struct gl_framebuffer *fb,
+ GLenum attachment, struct gl_renderbuffer *rb)
+{
+ DBG("Intel FramebufferRenderbuffer %u %u\n", fb->Name, rb ? rb->Name : 0);
+
+ intelFlush(ctx);
+
+ _mesa_framebuffer_renderbuffer(ctx, fb, attachment, rb);
+ intel_draw_buffer(ctx, fb);
+}
+
+
+/**
+ * When glFramebufferTexture[123]D is called this function sets up the
+ * gl_renderbuffer wrapper around the texture image.
+ * This will have the region info needed for hardware rendering.
+ */
+static struct intel_renderbuffer *
+intel_wrap_texture(GLcontext * ctx, struct gl_texture_image *texImage)
+{
+ const GLuint name = ~0; /* not significant, but distinct for debugging */
+ struct intel_renderbuffer *irb;
+
+ /* make an intel_renderbuffer to wrap the texture image */
+ irb = CALLOC_STRUCT(intel_renderbuffer);
+ if (!irb) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glFramebufferTexture");
+ return NULL;
+ }
+
+ _mesa_init_renderbuffer(&irb->Base, name);
+ irb->Base.ClassID = INTEL_RB_CLASS;
+
+ if (texImage->TexFormat == &_mesa_texformat_argb8888) {
+ irb->Base._ActualFormat = GL_RGBA8;
+ irb->Base._BaseFormat = GL_RGBA;
+ DBG("Render to RGBA8 texture OK\n");
+ }
+ else if (texImage->TexFormat == &_mesa_texformat_rgb565) {
+ irb->Base._ActualFormat = GL_RGB5;
+ irb->Base._BaseFormat = GL_RGB;
+ DBG("Render to RGB5 texture OK\n");
+ }
+ else if (texImage->TexFormat == &_mesa_texformat_z16) {
+ irb->Base._ActualFormat = GL_DEPTH_COMPONENT16;
+ irb->Base._BaseFormat = GL_DEPTH_COMPONENT;
+ DBG("Render to DEPTH16 texture OK\n");
+ }
+ else {
+ DBG("Render to texture BAD FORMAT %d\n",
+ texImage->TexFormat->MesaFormat);
+ _mesa_free(irb);
+ return NULL;
+ }
+
+ irb->Base.InternalFormat = irb->Base._ActualFormat;
+ irb->Base.Width = texImage->Width;
+ irb->Base.Height = texImage->Height;
+ irb->Base.DataType = GL_UNSIGNED_BYTE; /* FBO XXX fix */
+ irb->Base.RedBits = texImage->TexFormat->RedBits;
+ irb->Base.GreenBits = texImage->TexFormat->GreenBits;
+ irb->Base.BlueBits = texImage->TexFormat->BlueBits;
+ irb->Base.AlphaBits = texImage->TexFormat->AlphaBits;
+ irb->Base.DepthBits = texImage->TexFormat->DepthBits;
+
+ irb->Base.Delete = intel_delete_renderbuffer;
+ irb->Base.AllocStorage = intel_nop_alloc_storage;
+ intel_set_span_functions(&irb->Base);
+
+ irb->RenderToTexture = GL_TRUE;
+
+ return irb;
+}
+
+
+/**
+ * Called by glFramebufferTexture[123]DEXT() (and other places) to
+ * prepare for rendering into texture memory. This might be called
+ * many times to choose different texture levels, cube faces, etc
+ * before intel_finish_render_texture() is ever called.
+ */
+static void
+intel_render_texture(GLcontext * ctx,
+ struct gl_framebuffer *fb,
+ struct gl_renderbuffer_attachment *att)
+{
+ struct gl_texture_image *newImage
+ = att->Texture->Image[att->CubeMapFace][att->TextureLevel];
+ struct intel_renderbuffer *irb = intel_renderbuffer(att->Renderbuffer);
+ struct intel_texture_image *intel_image;
+ GLuint imageOffset;
+
+ (void) fb;
+
+ ASSERT(newImage);
+
+ if (!irb) {
+ irb = intel_wrap_texture(ctx, newImage);
+ if (irb) {
+ /* bind the wrapper to the attachment point */
+ _mesa_reference_renderbuffer(&att->Renderbuffer, &irb->Base);
+ }
+ else {
+ /* fallback to software rendering */
+ _mesa_render_texture(ctx, fb, att);
+ return;
+ }
+ }
+
+ DBG("Begin render texture tid %x tex=%u w=%d h=%d refcount=%d\n",
+ _glthread_GetID(),
+ att->Texture->Name, newImage->Width, newImage->Height,
+ irb->Base.RefCount);
+
+ /* point the renderbufer's region to the texture image region */
+ intel_image = intel_texture_image(newImage);
+ if (irb->region != intel_image->mt->region) {
+ if (irb->region)
+ intel_region_release(&irb->region);
+ intel_region_reference(&irb->region, intel_image->mt->region);
+ }
+
+ /* compute offset of the particular 2D image within the texture region */
+ imageOffset = intel_miptree_image_offset(intel_image->mt,
+ att->CubeMapFace,
+ att->TextureLevel);
+
+ if (att->Texture->Target == GL_TEXTURE_3D) {
+ const GLuint *offsets = intel_miptree_depth_offsets(intel_image->mt,
+ att->TextureLevel);
+ imageOffset += offsets[att->Zoffset];
+ }
+
+ /* store that offset in the region */
+ intel_image->mt->region->draw_offset = imageOffset;
+
+ /* update drawing region, etc */
+ intel_draw_buffer(ctx, fb);
+}
+
+
+/**
+ * Called by Mesa when rendering to a texture is done.
+ */
+static void
+intel_finish_render_texture(GLcontext * ctx,
+ struct gl_renderbuffer_attachment *att)
+{
+ struct intel_renderbuffer *irb = intel_renderbuffer(att->Renderbuffer);
+
+ DBG("End render texture (tid %x) tex %u\n", _glthread_GetID(), att->Texture->Name);
+
+ if (irb) {
+ /* just release the region */
+ intel_region_release(&irb->region);
+ }
+ else if (att->Renderbuffer) {
+ /* software fallback */
+ _mesa_finish_render_texture(ctx, att);
+ /* XXX FBO: Need to unmap the buffer (or in intelSpanRenderStart???) */
+ }
+}
+
+
+/**
+ * Do one-time context initializations related to GL_EXT_framebuffer_object.
+ * Hook in device driver functions.
+ */
+void
+intel_fbo_init(struct intel_context *intel)
+{
+ intel->ctx.Driver.NewFramebuffer = intel_new_framebuffer;
+ intel->ctx.Driver.NewRenderbuffer = intel_new_renderbuffer;
+ intel->ctx.Driver.BindFramebuffer = intel_bind_framebuffer;
+ intel->ctx.Driver.FramebufferRenderbuffer = intel_framebuffer_renderbuffer;
+ intel->ctx.Driver.RenderTexture = intel_render_texture;
+ intel->ctx.Driver.FinishRenderTexture = intel_finish_render_texture;
+ intel->ctx.Driver.ResizeBuffers = intel_resize_buffers;
+}