/************************************************************************** * * 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/imports.h" #include "main/macros.h" #include "main/mfeatures.h" #include "main/mtypes.h" #include "main/fbobject.h" #include "main/framebuffer.h" #include "main/renderbuffer.h" #include "main/context.h" #include "main/texrender.h" #include "drivers/common/meta.h" #include "intel_context.h" #include "intel_batchbuffer.h" #include "intel_buffers.h" #include "intel_fbo.h" #include "intel_mipmap_tree.h" #include "intel_regions.h" #include "intel_tex.h" #include "intel_span.h" #define FILE_DEBUG_FLAG DEBUG_FBO /** * Create a new framebuffer object. */ static struct gl_framebuffer * intel_new_framebuffer(struct gl_context * ctx, GLuint name) { /* Only drawable state in intel_framebuffer at this time, just use Mesa's * class */ return _mesa_new_framebuffer(ctx, name); } /** Called by gl_renderbuffer::Delete() */ 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 (intel && irb->region) { intel_region_release(&irb->region); } free(irb); } /** * Return a pointer to a specific pixel in a renderbuffer. */ static void * intel_get_pointer(struct gl_context * 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(struct gl_context * 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); int cpp, tiling; ASSERT(rb->Name != 0); switch (internalFormat) { default: /* Use the same format-choice logic as for textures. * Renderbuffers aren't any different from textures for us, * except they're less useful because you can't texture with * them. */ rb->Format = intel->ctx.Driver.ChooseTextureFormat(ctx, internalFormat, GL_NONE, GL_NONE); 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: /* These aren't actual texture formats, so force them here. */ rb->Format = MESA_FORMAT_S8_Z24; break; } rb->_BaseFormat = _mesa_base_fbo_format(ctx, internalFormat); rb->DataType = intel_mesa_format_to_rb_datatype(rb->Format); cpp = _mesa_get_format_bytes(rb->Format); intel_flush(ctx); /* free old region */ if (irb->region) { intel_region_release(&irb->region); } /* allocate new memory region/renderbuffer */ /* alloc hardware renderbuffer */ DBG("Allocating %d x %d Intel RBO\n", width, height); tiling = I915_TILING_NONE; if (intel->use_texture_tiling) { GLenum base_format = _mesa_get_format_base_format(rb->Format); if (intel->gen >= 4 && (base_format == GL_DEPTH_COMPONENT || base_format == GL_DEPTH_STENCIL)) tiling = I915_TILING_Y; else tiling = I915_TILING_X; } irb->region = intel_region_alloc(intel->intelScreen, tiling, cpp, width, height, GL_TRUE); if (!irb->region) return GL_FALSE; /* out of memory? */ ASSERT(irb->region->buffer); rb->Width = width; rb->Height = height; return GL_TRUE; } #if FEATURE_OES_EGL_image static void intel_image_target_renderbuffer_storage(struct gl_context *ctx, struct gl_renderbuffer *rb, void *image_handle) { struct intel_context *intel = intel_context(ctx); struct intel_renderbuffer *irb; __DRIscreen *screen; __DRIimage *image; screen = intel->intelScreen->driScrnPriv; image = screen->dri2.image->lookupEGLImage(screen, image_handle, screen->loaderPrivate); if (image == NULL) return; irb = intel_renderbuffer(rb); if (irb->region) intel_region_release(&irb->region); intel_region_reference(&irb->region, image->region); rb->InternalFormat = image->internal_format; rb->Width = image->region->width; rb->Height = image->region->height; rb->Format = image->format; rb->DataType = image->data_type; rb->_BaseFormat = _mesa_base_fbo_format(&intel->ctx, image->internal_format); } #endif /** * 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(struct gl_context * ctx, struct gl_renderbuffer *rb, GLenum internalFormat, GLuint width, GLuint height) { ASSERT(rb->Name == 0); rb->Width = width; rb->Height = height; rb->InternalFormat = internalFormat; return GL_TRUE; } static void intel_resize_buffers(struct gl_context *ctx, struct gl_framebuffer *fb, GLuint width, GLuint height) { 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 = BUFFER_FRONT_LEFT; i <= BUFFER_BACK_RIGHT; i++) { struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer; /* only resize if size is changing */ if (rb && (rb->Width != width || rb->Height != height)) { rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height); } } } /** Dummy function for gl_renderbuffer::AllocStorage() */ static GLboolean intel_nop_alloc_storage(struct gl_context * 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; } void intel_renderbuffer_set_region(struct intel_context *intel, struct intel_renderbuffer *rb, struct intel_region *region) { struct intel_region *old; old = rb->region; rb->region = NULL; intel_region_reference(&rb->region, region); intel_region_release(&old); } /** * Create a new intel_renderbuffer which corresponds to an on-screen window, * not a user-created renderbuffer. */ struct intel_renderbuffer * intel_create_renderbuffer(gl_format format) { GET_CURRENT_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, 0); irb->Base.ClassID = INTEL_RB_CLASS; irb->Base._BaseFormat = _mesa_get_format_base_format(format); irb->Base.Format = format; irb->Base.InternalFormat = irb->Base._BaseFormat; irb->Base.DataType = intel_mesa_format_to_rb_datatype(format); /* intel-specific methods */ irb->Base.Delete = intel_delete_renderbuffer; irb->Base.AllocStorage = intel_alloc_window_storage; irb->Base.GetPointer = intel_get_pointer; return irb; } /** * Create a new renderbuffer object. * Typically called via glBindRenderbufferEXT(). */ static struct gl_renderbuffer * intel_new_renderbuffer(struct gl_context * 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(struct gl_context * 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); } else { /* don't need to do anything if target == GL_READ_FRAMEBUFFER_EXT */ } } /** * Called via glFramebufferRenderbufferEXT(). */ static void intel_framebuffer_renderbuffer(struct gl_context * ctx, struct gl_framebuffer *fb, GLenum attachment, struct gl_renderbuffer *rb) { DBG("Intel FramebufferRenderbuffer %u %u\n", fb->Name, rb ? rb->Name : 0); intel_flush(ctx); _mesa_framebuffer_renderbuffer(ctx, fb, attachment, rb); intel_draw_buffer(ctx, fb); } static GLboolean intel_update_wrapper(struct gl_context *ctx, struct intel_renderbuffer *irb, struct gl_texture_image *texImage) { if (!intel_span_supports_format(texImage->TexFormat)) { DBG("Render to texture BAD FORMAT %s\n", _mesa_get_format_name(texImage->TexFormat)); return GL_FALSE; } else { DBG("Render to texture %s\n", _mesa_get_format_name(texImage->TexFormat)); } irb->Base.Format = texImage->TexFormat; irb->Base.DataType = intel_mesa_format_to_rb_datatype(texImage->TexFormat); irb->Base.InternalFormat = texImage->InternalFormat; irb->Base._BaseFormat = _mesa_base_fbo_format(ctx, irb->Base.InternalFormat); irb->Base.Width = texImage->Width; irb->Base.Height = texImage->Height; irb->Base.Delete = intel_delete_renderbuffer; irb->Base.AllocStorage = intel_nop_alloc_storage; return GL_TRUE; } /** * 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(struct gl_context * 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 (!intel_update_wrapper(ctx, irb, texImage)) { free(irb); return NULL; } 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(struct gl_context * 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 dst_x, dst_y; (void) fb; ASSERT(newImage); intel_image = intel_texture_image(newImage); if (!intel_image->mt) { /* Fallback on drawing to a texture that doesn't have a miptree * (has a border, width/height 0, etc.) */ _mesa_reference_renderbuffer(&att->Renderbuffer, NULL); _mesa_render_texture(ctx, fb, att); return; } else 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; } } if (!intel_update_wrapper(ctx, irb, newImage)) { _mesa_reference_renderbuffer(&att->Renderbuffer, NULL); _mesa_render_texture(ctx, fb, att); return; } DBG("Begin render texture tid %lx 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 */ 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 */ intel_miptree_get_image_offset(intel_image->mt, att->TextureLevel, att->CubeMapFace, att->Zoffset, &dst_x, &dst_y); intel_image->mt->region->draw_offset = (dst_y * intel_image->mt->region->pitch + dst_x) * intel_image->mt->cpp; intel_image->mt->region->draw_x = dst_x; intel_image->mt->region->draw_y = dst_y; intel_image->used_as_render_target = GL_TRUE; /* 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(struct gl_context * ctx, struct gl_renderbuffer_attachment *att) { struct intel_context *intel = intel_context(ctx); struct gl_texture_object *tex_obj = att->Texture; struct gl_texture_image *image = tex_obj->Image[att->CubeMapFace][att->TextureLevel]; struct intel_texture_image *intel_image = intel_texture_image(image); DBG("Finish render texture tid %lx tex=%u\n", _glthread_GetID(), att->Texture->Name); /* Flag that this image may now be validated into the object's miptree. */ if (intel_image) intel_image->used_as_render_target = GL_FALSE; /* Since we've (probably) rendered to the texture and will (likely) use * it in the texture domain later on in this batchbuffer, flush the * batch. Once again, we wish for a domain tracker in libdrm to cover * usage inside of a batchbuffer like GEM does in the kernel. */ intel_batchbuffer_emit_mi_flush(intel->batch); } /** * Do additional "completeness" testing of a framebuffer object. */ static void intel_validate_framebuffer(struct gl_context *ctx, struct gl_framebuffer *fb) { struct intel_context *intel = intel_context(ctx); const struct intel_renderbuffer *depthRb = intel_get_renderbuffer(fb, BUFFER_DEPTH); const struct intel_renderbuffer *stencilRb = intel_get_renderbuffer(fb, BUFFER_STENCIL); int i; if (depthRb && stencilRb && stencilRb != depthRb) { if (fb->Attachment[BUFFER_DEPTH].Type == GL_TEXTURE && fb->Attachment[BUFFER_STENCIL].Type == GL_TEXTURE && (fb->Attachment[BUFFER_DEPTH].Texture->Name == fb->Attachment[BUFFER_STENCIL].Texture->Name)) { /* OK */ } else { /* we only support combined depth/stencil buffers, not separate * stencil buffers. */ DBG("Only supports combined depth/stencil (found %s, %s)\n", depthRb ? _mesa_get_format_name(depthRb->Base.Format): "NULL", stencilRb ? _mesa_get_format_name(stencilRb->Base.Format): "NULL"); fb->_Status = GL_FRAMEBUFFER_UNSUPPORTED_EXT; } } for (i = 0; i < Elements(fb->Attachment); i++) { struct gl_renderbuffer *rb; struct intel_renderbuffer *irb; if (fb->Attachment[i].Type == GL_NONE) continue; /* A supported attachment will have a Renderbuffer set either * from being a Renderbuffer or being a texture that got the * intel_wrap_texture() treatment. */ rb = fb->Attachment[i].Renderbuffer; if (rb == NULL) { DBG("attachment without renderbuffer\n"); fb->_Status = GL_FRAMEBUFFER_UNSUPPORTED_EXT; continue; } irb = intel_renderbuffer(rb); if (irb == NULL) { DBG("software rendering renderbuffer\n"); fb->_Status = GL_FRAMEBUFFER_UNSUPPORTED_EXT; continue; } if (!intel_span_supports_format(irb->Base.Format) || !intel->vtbl.render_target_supported(irb->Base.Format)) { DBG("Unsupported texture/renderbuffer format attached: %s\n", _mesa_get_format_name(irb->Base.Format)); fb->_Status = GL_FRAMEBUFFER_UNSUPPORTED_EXT; } } } /** * 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; intel->ctx.Driver.ValidateFramebuffer = intel_validate_framebuffer; intel->ctx.Driver.BlitFramebuffer = _mesa_meta_BlitFramebuffer; #if FEATURE_OES_EGL_image intel->ctx.Driver.EGLImageTargetRenderbufferStorage = intel_image_target_renderbuffer_storage; #endif }