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/**************************************************************************
*
* Copyright 2003 VMware, Inc.
* Copyright 2009 Intel Corporation.
* 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 VMWARE 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/mtypes.h"
#include "main/condrender.h"
#include "swrast/swrast.h"
#include "drivers/common/meta.h"
#include "intel_context.h"
#include "intel_blit.h"
#include "intel_clear.h"
#include "intel_fbo.h"
#include "intel_regions.h"
#define FILE_DEBUG_FLAG DEBUG_BLIT
static const char *buffer_names[] = {
[BUFFER_FRONT_LEFT] = "front",
[BUFFER_BACK_LEFT] = "back",
[BUFFER_FRONT_RIGHT] = "front right",
[BUFFER_BACK_RIGHT] = "back right",
[BUFFER_DEPTH] = "depth",
[BUFFER_STENCIL] = "stencil",
[BUFFER_ACCUM] = "accum",
[BUFFER_AUX0] = "aux0",
[BUFFER_COLOR0] = "color0",
[BUFFER_COLOR1] = "color1",
[BUFFER_COLOR2] = "color2",
[BUFFER_COLOR3] = "color3",
[BUFFER_COLOR4] = "color4",
[BUFFER_COLOR5] = "color5",
[BUFFER_COLOR6] = "color6",
[BUFFER_COLOR7] = "color7",
};
static void
debug_mask(const char *name, GLbitfield mask)
{
GLuint i;
if (unlikely(INTEL_DEBUG & DEBUG_BLIT)) {
DBG("%s clear:", name);
for (i = 0; i < BUFFER_COUNT; i++) {
if (mask & (1 << i))
DBG(" %s", buffer_names[i]);
}
DBG("\n");
}
}
/**
* Called by ctx->Driver.Clear.
*/
static void
intelClear(struct gl_context *ctx, GLbitfield mask)
{
struct intel_context *intel = intel_context(ctx);
const GLuint colorMask = *((GLuint *) & ctx->Color.ColorMask[0]);
GLbitfield tri_mask = 0;
GLbitfield blit_mask = 0;
GLbitfield swrast_mask = 0;
struct gl_framebuffer *fb = ctx->DrawBuffer;
struct intel_renderbuffer *irb;
int i;
if (mask & (BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_FRONT_RIGHT)) {
intel->front_buffer_dirty = true;
}
if (0)
fprintf(stderr, "%s\n", __FUNCTION__);
/* Get SW clears out of the way: Anything without an intel_renderbuffer */
for (i = 0; i < BUFFER_COUNT; i++) {
if (!(mask & (1 << i)))
continue;
irb = intel_get_renderbuffer(fb, i);
if (unlikely(!irb)) {
swrast_mask |= (1 << i);
mask &= ~(1 << i);
}
}
if (unlikely(swrast_mask)) {
debug_mask("swrast", swrast_mask);
_swrast_Clear(ctx, swrast_mask);
}
/* HW color buffers (front, back, aux, generic FBO, etc) */
if (colorMask == ~0) {
/* clear all R,G,B,A */
blit_mask |= (mask & BUFFER_BITS_COLOR);
}
else {
/* glColorMask in effect */
tri_mask |= (mask & BUFFER_BITS_COLOR);
}
/* Make sure we have up to date buffers before we start looking at
* the tiling bits to determine how to clear. */
intel_prepare_render(intel);
/* HW stencil */
if (mask & BUFFER_BIT_STENCIL) {
const struct intel_region *stencilRegion
= intel_get_rb_region(fb, BUFFER_STENCIL);
if (stencilRegion) {
/* have hw stencil */
if (stencilRegion->tiling == I915_TILING_Y ||
(ctx->Stencil.WriteMask[0] & 0xff) != 0xff) {
/* We have to use the 3D engine if we're clearing a partial mask
* of the stencil buffer, or if we're on a 965 which has a tiled
* depth/stencil buffer in a layout we can't blit to.
*/
tri_mask |= BUFFER_BIT_STENCIL;
}
else {
/* clearing all stencil bits, use blitting */
blit_mask |= BUFFER_BIT_STENCIL;
}
}
}
/* HW depth */
if (mask & BUFFER_BIT_DEPTH) {
const struct intel_region *irb = intel_get_rb_region(fb, BUFFER_DEPTH);
/* clear depth with whatever method is used for stencil (see above) */
if (irb->tiling == I915_TILING_Y || tri_mask & BUFFER_BIT_STENCIL)
tri_mask |= BUFFER_BIT_DEPTH;
else
blit_mask |= BUFFER_BIT_DEPTH;
}
/* If we're doing a tri pass for depth/stencil, include a likely color
* buffer with it.
*/
if (mask & (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)) {
int color_bit = ffs(mask & BUFFER_BITS_COLOR);
if (color_bit != 0) {
tri_mask |= blit_mask & (1 << (color_bit - 1));
blit_mask &= ~(1 << (color_bit - 1));
}
}
/* Anything left, just use tris */
tri_mask |= mask & ~blit_mask;
if (blit_mask) {
debug_mask("blit", blit_mask);
tri_mask |= intelClearWithBlit(ctx, blit_mask);
}
if (tri_mask) {
debug_mask("tri", tri_mask);
if (ctx->API == API_OPENGLES)
_mesa_meta_Clear(&intel->ctx, tri_mask);
else
_mesa_meta_glsl_Clear(&intel->ctx, tri_mask);
}
}
void
intelInitClearFuncs(struct dd_function_table *functions)
{
functions->Clear = intelClear;
}
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