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/**************************************************************************
*
* Copyright 2003 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/context.h"
#include "main/extensions.h"
#include "main/fbobject.h"
#include "main/framebuffer.h"
#include "main/imports.h"
#include "main/points.h"
#include "main/renderbuffer.h"
#include "swrast/swrast.h"
#include "swrast_setup/swrast_setup.h"
#include "tnl/tnl.h"
#include "drivers/common/driverfuncs.h"
#include "drivers/common/meta.h"
#include "intel_chipset.h"
#include "intel_buffers.h"
#include "intel_tex.h"
#include "intel_batchbuffer.h"
#include "intel_clear.h"
#include "intel_extensions.h"
#include "intel_pixel.h"
#include "intel_regions.h"
#include "intel_buffer_objects.h"
#include "intel_fbo.h"
#include "intel_bufmgr.h"
#include "intel_screen.h"
#include "drirenderbuffer.h"
#include "utils.h"
#ifndef INTEL_DEBUG
int INTEL_DEBUG = (0);
#endif
static const GLubyte *
intelGetString(struct gl_context * ctx, GLenum name)
{
const struct intel_context *const intel = intel_context(ctx);
const char *chipset;
static char buffer[128];
switch (name) {
case GL_VENDOR:
return (GLubyte *) "Tungsten Graphics, Inc";
break;
case GL_RENDERER:
switch (intel->intelScreen->deviceID) {
case PCI_CHIP_845_G:
chipset = "Intel(R) 845G";
break;
case PCI_CHIP_I830_M:
chipset = "Intel(R) 830M";
break;
case PCI_CHIP_I855_GM:
chipset = "Intel(R) 852GM/855GM";
break;
case PCI_CHIP_I865_G:
chipset = "Intel(R) 865G";
break;
case PCI_CHIP_I915_G:
chipset = "Intel(R) 915G";
break;
case PCI_CHIP_E7221_G:
chipset = "Intel (R) E7221G (i915)";
break;
case PCI_CHIP_I915_GM:
chipset = "Intel(R) 915GM";
break;
case PCI_CHIP_I945_G:
chipset = "Intel(R) 945G";
break;
case PCI_CHIP_I945_GM:
chipset = "Intel(R) 945GM";
break;
case PCI_CHIP_I945_GME:
chipset = "Intel(R) 945GME";
break;
case PCI_CHIP_G33_G:
chipset = "Intel(R) G33";
break;
case PCI_CHIP_Q35_G:
chipset = "Intel(R) Q35";
break;
case PCI_CHIP_Q33_G:
chipset = "Intel(R) Q33";
break;
case PCI_CHIP_IGD_GM:
case PCI_CHIP_IGD_G:
chipset = "Intel(R) IGD";
break;
case PCI_CHIP_I965_Q:
chipset = "Intel(R) 965Q";
break;
case PCI_CHIP_I965_G:
case PCI_CHIP_I965_G_1:
chipset = "Intel(R) 965G";
break;
case PCI_CHIP_I946_GZ:
chipset = "Intel(R) 946GZ";
break;
case PCI_CHIP_I965_GM:
chipset = "Intel(R) 965GM";
break;
case PCI_CHIP_I965_GME:
chipset = "Intel(R) 965GME/GLE";
break;
case PCI_CHIP_GM45_GM:
chipset = "Mobile Intel® GM45 Express Chipset";
break;
case PCI_CHIP_IGD_E_G:
chipset = "Intel(R) Integrated Graphics Device";
break;
case PCI_CHIP_G45_G:
chipset = "Intel(R) G45/G43";
break;
case PCI_CHIP_Q45_G:
chipset = "Intel(R) Q45/Q43";
break;
case PCI_CHIP_G41_G:
chipset = "Intel(R) G41";
break;
case PCI_CHIP_B43_G:
case PCI_CHIP_B43_G1:
chipset = "Intel(R) B43";
break;
case PCI_CHIP_ILD_G:
chipset = "Intel(R) Ironlake Desktop";
break;
case PCI_CHIP_ILM_G:
chipset = "Intel(R) Ironlake Mobile";
break;
case PCI_CHIP_SANDYBRIDGE_GT1:
case PCI_CHIP_SANDYBRIDGE_GT2:
case PCI_CHIP_SANDYBRIDGE_GT2_PLUS:
chipset = "Intel(R) Sandybridge Desktop";
break;
case PCI_CHIP_SANDYBRIDGE_M_GT1:
case PCI_CHIP_SANDYBRIDGE_M_GT2:
case PCI_CHIP_SANDYBRIDGE_M_GT2_PLUS:
chipset = "Intel(R) Sandybridge Mobile";
break;
case PCI_CHIP_SANDYBRIDGE_S:
chipset = "Intel(R) Sandybridge Server";
break;
case PCI_CHIP_IVYBRIDGE_GT1:
case PCI_CHIP_IVYBRIDGE_GT2:
chipset = "Intel(R) Ivybridge Desktop";
break;
case PCI_CHIP_IVYBRIDGE_M_GT1:
case PCI_CHIP_IVYBRIDGE_M_GT2:
chipset = "Intel(R) Ivybridge Mobile";
break;
case PCI_CHIP_IVYBRIDGE_S_GT1:
chipset = "Intel(R) Ivybridge Server";
break;
default:
chipset = "Unknown Intel Chipset";
break;
}
(void) driGetRendererString(buffer, chipset, 0);
return (GLubyte *) buffer;
default:
return NULL;
}
}
static void
intel_flush_front(struct gl_context *ctx)
{
struct intel_context *intel = intel_context(ctx);
__DRIcontext *driContext = intel->driContext;
__DRIscreen *const screen = intel->intelScreen->driScrnPriv;
if ((ctx->DrawBuffer->Name == 0) && intel->front_buffer_dirty) {
if (screen->dri2.loader &&
(screen->dri2.loader->base.version >= 2)
&& (screen->dri2.loader->flushFrontBuffer != NULL) &&
driContext->driDrawablePriv &&
driContext->driDrawablePriv->loaderPrivate) {
(*screen->dri2.loader->flushFrontBuffer)(driContext->driDrawablePriv,
driContext->driDrawablePriv->loaderPrivate);
/* We set the dirty bit in intel_prepare_render() if we're
* front buffer rendering once we get there.
*/
intel->front_buffer_dirty = GL_FALSE;
}
}
}
static unsigned
intel_bits_per_pixel(const struct intel_renderbuffer *rb)
{
return _mesa_get_format_bytes(rb->Base.Format) * 8;
}
static void
intel_query_dri2_buffers_no_separate_stencil(struct intel_context *intel,
__DRIdrawable *drawable,
__DRIbuffer **buffers,
int *count);
static void
intel_process_dri2_buffer_no_separate_stencil(struct intel_context *intel,
__DRIdrawable *drawable,
__DRIbuffer *buffer,
struct intel_renderbuffer *rb,
const char *buffer_name);
static void
intel_query_dri2_buffers_with_separate_stencil(struct intel_context *intel,
__DRIdrawable *drawable,
__DRIbuffer **buffers,
unsigned **attachments,
int *count);
static void
intel_process_dri2_buffer_with_separate_stencil(struct intel_context *intel,
__DRIdrawable *drawable,
__DRIbuffer *buffer,
struct intel_renderbuffer *rb,
const char *buffer_name);
static void
intel_verify_dri2_has_hiz(struct intel_context *intel,
__DRIdrawable *drawable,
__DRIbuffer **buffers,
unsigned **attachments,
int *count);
void
intel_update_renderbuffers(__DRIcontext *context, __DRIdrawable *drawable)
{
struct gl_framebuffer *fb = drawable->driverPrivate;
struct intel_renderbuffer *rb;
struct intel_context *intel = context->driverPrivate;
__DRIbuffer *buffers = NULL;
unsigned *attachments = NULL;
int i, count;
const char *region_name;
bool try_separate_stencil =
intel->has_separate_stencil &&
intel->intelScreen->dri2_has_hiz != INTEL_DRI2_HAS_HIZ_FALSE &&
intel->intelScreen->driScrnPriv->dri2.loader != NULL &&
intel->intelScreen->driScrnPriv->dri2.loader->base.version > 2 &&
intel->intelScreen->driScrnPriv->dri2.loader->getBuffersWithFormat != NULL;
assert(!intel->must_use_separate_stencil || try_separate_stencil);
/* If we're rendering to the fake front buffer, make sure all the
* pending drawing has landed on the real front buffer. Otherwise
* when we eventually get to DRI2GetBuffersWithFormat the stale
* real front buffer contents will get copied to the new fake front
* buffer.
*/
if (intel->is_front_buffer_rendering) {
intel_flush(&intel->ctx);
intel_flush_front(&intel->ctx);
}
/* Set this up front, so that in case our buffers get invalidated
* while we're getting new buffers, we don't clobber the stamp and
* thus ignore the invalidate. */
drawable->lastStamp = drawable->dri2.stamp;
if (unlikely(INTEL_DEBUG & DEBUG_DRI))
fprintf(stderr, "enter %s, drawable %p\n", __func__, drawable);
if (try_separate_stencil) {
intel_query_dri2_buffers_with_separate_stencil(intel, drawable, &buffers,
&attachments, &count);
} else {
intel_query_dri2_buffers_no_separate_stencil(intel, drawable, &buffers,
&count);
}
if (buffers == NULL)
return;
drawable->x = 0;
drawable->y = 0;
drawable->backX = 0;
drawable->backY = 0;
drawable->numClipRects = 1;
drawable->pClipRects[0].x1 = 0;
drawable->pClipRects[0].y1 = 0;
drawable->pClipRects[0].x2 = drawable->w;
drawable->pClipRects[0].y2 = drawable->h;
drawable->numBackClipRects = 1;
drawable->pBackClipRects[0].x1 = 0;
drawable->pBackClipRects[0].y1 = 0;
drawable->pBackClipRects[0].x2 = drawable->w;
drawable->pBackClipRects[0].y2 = drawable->h;
for (i = 0; i < count; i++) {
switch (buffers[i].attachment) {
case __DRI_BUFFER_FRONT_LEFT:
rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
region_name = "dri2 front buffer";
break;
case __DRI_BUFFER_FAKE_FRONT_LEFT:
rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
region_name = "dri2 fake front buffer";
break;
case __DRI_BUFFER_BACK_LEFT:
rb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
region_name = "dri2 back buffer";
break;
case __DRI_BUFFER_DEPTH:
rb = intel_get_renderbuffer(fb, BUFFER_DEPTH);
region_name = "dri2 depth buffer";
break;
case __DRI_BUFFER_HIZ:
/* The hiz region resides in the depth renderbuffer. */
rb = intel_get_renderbuffer(fb, BUFFER_DEPTH);
region_name = "dri2 hiz buffer";
break;
case __DRI_BUFFER_DEPTH_STENCIL:
rb = intel_get_renderbuffer(fb, BUFFER_DEPTH);
region_name = "dri2 depth / stencil buffer";
break;
case __DRI_BUFFER_STENCIL:
rb = intel_get_renderbuffer(fb, BUFFER_STENCIL);
region_name = "dri2 stencil buffer";
break;
case __DRI_BUFFER_ACCUM:
default:
fprintf(stderr,
"unhandled buffer attach event, attachment type %d\n",
buffers[i].attachment);
return;
}
if (try_separate_stencil) {
intel_process_dri2_buffer_with_separate_stencil(intel, drawable,
&buffers[i], rb,
region_name);
} else {
intel_process_dri2_buffer_no_separate_stencil(intel, drawable,
&buffers[i], rb,
region_name);
}
}
if (try_separate_stencil
&& intel->intelScreen->dri2_has_hiz == INTEL_DRI2_HAS_HIZ_UNKNOWN) {
intel_verify_dri2_has_hiz(intel, drawable, &buffers, &attachments,
&count);
}
if (attachments)
free(attachments);
driUpdateFramebufferSize(&intel->ctx, drawable);
}
/**
* intel_prepare_render should be called anywhere that curent read/drawbuffer
* state is required.
*/
void
intel_prepare_render(struct intel_context *intel)
{
__DRIcontext *driContext = intel->driContext;
__DRIdrawable *drawable;
drawable = driContext->driDrawablePriv;
if (drawable && drawable->dri2.stamp != driContext->dri2.draw_stamp) {
if (drawable->lastStamp != drawable->dri2.stamp)
intel_update_renderbuffers(driContext, drawable);
intel_draw_buffer(&intel->ctx, intel->ctx.DrawBuffer);
driContext->dri2.draw_stamp = drawable->dri2.stamp;
}
drawable = driContext->driReadablePriv;
if (drawable && drawable->dri2.stamp != driContext->dri2.read_stamp) {
if (drawable->lastStamp != drawable->dri2.stamp)
intel_update_renderbuffers(driContext, drawable);
driContext->dri2.read_stamp = drawable->dri2.stamp;
}
/* If we're currently rendering to the front buffer, the rendering
* that will happen next will probably dirty the front buffer. So
* mark it as dirty here.
*/
if (intel->is_front_buffer_rendering)
intel->front_buffer_dirty = GL_TRUE;
/* Wait for the swapbuffers before the one we just emitted, so we
* don't get too many swaps outstanding for apps that are GPU-heavy
* but not CPU-heavy.
*
* We're using intelDRI2Flush (called from the loader before
* swapbuffer) and glFlush (for front buffer rendering) as the
* indicator that a frame is done and then throttle when we get
* here as we prepare to render the next frame. At this point for
* round trips for swap/copy and getting new buffers are done and
* we'll spend less time waiting on the GPU.
*
* Unfortunately, we don't have a handle to the batch containing
* the swap, and getting our hands on that doesn't seem worth it,
* so we just us the first batch we emitted after the last swap.
*/
if (intel->need_throttle && intel->first_post_swapbuffers_batch) {
drm_intel_bo_wait_rendering(intel->first_post_swapbuffers_batch);
drm_intel_bo_unreference(intel->first_post_swapbuffers_batch);
intel->first_post_swapbuffers_batch = NULL;
intel->need_throttle = GL_FALSE;
}
}
static void
intel_viewport(struct gl_context *ctx, GLint x, GLint y, GLsizei w, GLsizei h)
{
struct intel_context *intel = intel_context(ctx);
__DRIcontext *driContext = intel->driContext;
if (intel->saved_viewport)
intel->saved_viewport(ctx, x, y, w, h);
if (ctx->DrawBuffer->Name == 0) {
dri2InvalidateDrawable(driContext->driDrawablePriv);
dri2InvalidateDrawable(driContext->driReadablePriv);
}
}
static const struct dri_debug_control debug_control[] = {
{ "tex", DEBUG_TEXTURE},
{ "state", DEBUG_STATE},
{ "ioctl", DEBUG_IOCTL},
{ "blit", DEBUG_BLIT},
{ "mip", DEBUG_MIPTREE},
{ "fall", DEBUG_FALLBACKS},
{ "verb", DEBUG_VERBOSE},
{ "bat", DEBUG_BATCH},
{ "pix", DEBUG_PIXEL},
{ "buf", DEBUG_BUFMGR},
{ "reg", DEBUG_REGION},
{ "fbo", DEBUG_FBO},
{ "gs", DEBUG_GS},
{ "sync", DEBUG_SYNC},
{ "prim", DEBUG_PRIMS },
{ "vert", DEBUG_VERTS },
{ "dri", DEBUG_DRI },
{ "sf", DEBUG_SF },
{ "san", DEBUG_SANITY },
{ "sleep", DEBUG_SLEEP },
{ "stats", DEBUG_STATS },
{ "tile", DEBUG_TILE },
{ "sing", DEBUG_SINGLE_THREAD },
{ "thre", DEBUG_SINGLE_THREAD },
{ "wm", DEBUG_WM },
{ "urb", DEBUG_URB },
{ "vs", DEBUG_VS },
{ "clip", DEBUG_CLIP },
{ NULL, 0 }
};
static void
intelInvalidateState(struct gl_context * ctx, GLuint new_state)
{
struct intel_context *intel = intel_context(ctx);
_swrast_InvalidateState(ctx, new_state);
_vbo_InvalidateState(ctx, new_state);
intel->NewGLState |= new_state;
if (intel->vtbl.invalidate_state)
intel->vtbl.invalidate_state( intel, new_state );
}
void
intel_flush(struct gl_context *ctx)
{
struct intel_context *intel = intel_context(ctx);
if (intel->Fallback)
_swrast_flush(ctx);
if (intel->gen < 4)
INTEL_FIREVERTICES(intel);
if (intel->batch.used)
intel_batchbuffer_flush(intel);
}
static void
intel_glFlush(struct gl_context *ctx)
{
struct intel_context *intel = intel_context(ctx);
intel_flush(ctx);
intel_flush_front(ctx);
if (intel->is_front_buffer_rendering)
intel->need_throttle = GL_TRUE;
}
void
intelFinish(struct gl_context * ctx)
{
struct intel_context *intel = intel_context(ctx);
intel_flush(ctx);
intel_flush_front(ctx);
if (intel->batch.last_bo)
drm_intel_bo_wait_rendering(intel->batch.last_bo);
}
void
intelInitDriverFunctions(struct dd_function_table *functions)
{
_mesa_init_driver_functions(functions);
functions->Flush = intel_glFlush;
functions->Finish = intelFinish;
functions->GetString = intelGetString;
functions->UpdateState = intelInvalidateState;
intelInitTextureFuncs(functions);
intelInitTextureImageFuncs(functions);
intelInitTextureSubImageFuncs(functions);
intelInitTextureCopyImageFuncs(functions);
intelInitStateFuncs(functions);
intelInitClearFuncs(functions);
intelInitBufferFuncs(functions);
intelInitPixelFuncs(functions);
intelInitBufferObjectFuncs(functions);
intel_init_syncobj_functions(functions);
}
GLboolean
intelInitContext(struct intel_context *intel,
int api,
const struct gl_config * mesaVis,
__DRIcontext * driContextPriv,
void *sharedContextPrivate,
struct dd_function_table *functions)
{
struct gl_context *ctx = &intel->ctx;
struct gl_context *shareCtx = (struct gl_context *) sharedContextPrivate;
__DRIscreen *sPriv = driContextPriv->driScreenPriv;
struct intel_screen *intelScreen = sPriv->private;
int bo_reuse_mode;
struct gl_config visual;
/* we can't do anything without a connection to the device */
if (intelScreen->bufmgr == NULL)
return GL_FALSE;
/* Can't rely on invalidate events, fall back to glViewport hack */
if (!driContextPriv->driScreenPriv->dri2.useInvalidate) {
intel->saved_viewport = functions->Viewport;
functions->Viewport = intel_viewport;
}
if (mesaVis == NULL) {
memset(&visual, 0, sizeof visual);
mesaVis = &visual;
}
if (!_mesa_initialize_context(&intel->ctx, api, mesaVis, shareCtx,
functions, (void *) intel)) {
printf("%s: failed to init mesa context\n", __FUNCTION__);
return GL_FALSE;
}
driContextPriv->driverPrivate = intel;
intel->intelScreen = intelScreen;
intel->driContext = driContextPriv;
intel->driFd = sPriv->fd;
intel->has_xrgb_textures = GL_TRUE;
intel->gen = intelScreen->gen;
if (IS_GEN7(intel->intelScreen->deviceID)) {
intel->needs_ff_sync = GL_TRUE;
intel->has_luminance_srgb = GL_TRUE;
} else if (IS_GEN6(intel->intelScreen->deviceID)) {
intel->needs_ff_sync = GL_TRUE;
intel->has_luminance_srgb = GL_TRUE;
} else if (IS_GEN5(intel->intelScreen->deviceID)) {
intel->needs_ff_sync = GL_TRUE;
intel->has_luminance_srgb = GL_TRUE;
} else if (IS_965(intel->intelScreen->deviceID)) {
if (IS_G4X(intel->intelScreen->deviceID)) {
intel->has_luminance_srgb = GL_TRUE;
intel->is_g4x = GL_TRUE;
}
} else if (IS_9XX(intel->intelScreen->deviceID)) {
if (IS_945(intel->intelScreen->deviceID)) {
intel->is_945 = GL_TRUE;
}
} else {
if (intel->intelScreen->deviceID == PCI_CHIP_I830_M ||
intel->intelScreen->deviceID == PCI_CHIP_845_G) {
intel->has_xrgb_textures = GL_FALSE;
}
}
intel->has_separate_stencil = intel->intelScreen->hw_has_separate_stencil;
intel->must_use_separate_stencil = intel->intelScreen->hw_must_use_separate_stencil;
intel->has_hiz = intel->intelScreen->hw_has_hiz;
memset(&ctx->TextureFormatSupported, 0,
sizeof(ctx->TextureFormatSupported));
ctx->TextureFormatSupported[MESA_FORMAT_ARGB8888] = GL_TRUE;
if (intel->has_xrgb_textures)
ctx->TextureFormatSupported[MESA_FORMAT_XRGB8888] = GL_TRUE;
ctx->TextureFormatSupported[MESA_FORMAT_ARGB4444] = GL_TRUE;
ctx->TextureFormatSupported[MESA_FORMAT_ARGB1555] = GL_TRUE;
ctx->TextureFormatSupported[MESA_FORMAT_RGB565] = GL_TRUE;
ctx->TextureFormatSupported[MESA_FORMAT_L8] = GL_TRUE;
ctx->TextureFormatSupported[MESA_FORMAT_A8] = GL_TRUE;
ctx->TextureFormatSupported[MESA_FORMAT_I8] = GL_TRUE;
ctx->TextureFormatSupported[MESA_FORMAT_AL88] = GL_TRUE;
if (intel->gen >= 4)
ctx->TextureFormatSupported[MESA_FORMAT_AL1616] = GL_TRUE;
/* Depth and stencil */
ctx->TextureFormatSupported[MESA_FORMAT_S8_Z24] = GL_TRUE;
ctx->TextureFormatSupported[MESA_FORMAT_X8_Z24] = GL_TRUE;
ctx->TextureFormatSupported[MESA_FORMAT_S8] = intel->has_separate_stencil;
/*
* This was disabled in initial FBO enabling to avoid combinations
* of depth+stencil that wouldn't work together. We since decided
* that it was OK, since it's up to the app to come up with the
* combo that actually works, so this can probably be re-enabled.
*/
/*
ctx->TextureFormatSupported[MESA_FORMAT_Z16] = GL_TRUE;
ctx->TextureFormatSupported[MESA_FORMAT_Z24] = GL_TRUE;
*/
/* ctx->Extensions.MESA_ycbcr_texture */
ctx->TextureFormatSupported[MESA_FORMAT_YCBCR] = GL_TRUE;
ctx->TextureFormatSupported[MESA_FORMAT_YCBCR_REV] = GL_TRUE;
/* GL_3DFX_texture_compression_FXT1 */
ctx->TextureFormatSupported[MESA_FORMAT_RGB_FXT1] = GL_TRUE;
ctx->TextureFormatSupported[MESA_FORMAT_RGBA_FXT1] = GL_TRUE;
/* GL_EXT_texture_compression_s3tc */
ctx->TextureFormatSupported[MESA_FORMAT_RGB_DXT1] = GL_TRUE;
ctx->TextureFormatSupported[MESA_FORMAT_RGBA_DXT1] = GL_TRUE;
ctx->TextureFormatSupported[MESA_FORMAT_RGBA_DXT3] = GL_TRUE;
ctx->TextureFormatSupported[MESA_FORMAT_RGBA_DXT5] = GL_TRUE;
#ifndef I915
/* GL_ARB_texture_compression_rgtc */
ctx->TextureFormatSupported[MESA_FORMAT_RED_RGTC1] = GL_TRUE;
ctx->TextureFormatSupported[MESA_FORMAT_SIGNED_RED_RGTC1] = GL_TRUE;
ctx->TextureFormatSupported[MESA_FORMAT_RG_RGTC2] = GL_TRUE;
ctx->TextureFormatSupported[MESA_FORMAT_SIGNED_RG_RGTC2] = GL_TRUE;
/* GL_ARB_texture_rg */
ctx->TextureFormatSupported[MESA_FORMAT_R8] = GL_TRUE;
ctx->TextureFormatSupported[MESA_FORMAT_R16] = GL_TRUE;
ctx->TextureFormatSupported[MESA_FORMAT_RG88] = GL_TRUE;
ctx->TextureFormatSupported[MESA_FORMAT_RG1616] = GL_TRUE;
/* GL_MESA_texture_signed_rgba / GL_EXT_texture_snorm */
ctx->TextureFormatSupported[MESA_FORMAT_DUDV8] = GL_TRUE;
ctx->TextureFormatSupported[MESA_FORMAT_SIGNED_RGBA8888_REV] = GL_TRUE;
ctx->TextureFormatSupported[MESA_FORMAT_SIGNED_R8] = GL_TRUE;
ctx->TextureFormatSupported[MESA_FORMAT_SIGNED_RG88_REV] = GL_TRUE;
ctx->TextureFormatSupported[MESA_FORMAT_SIGNED_R16] = GL_TRUE;
ctx->TextureFormatSupported[MESA_FORMAT_SIGNED_GR1616] = GL_TRUE;
/* GL_EXT_texture_sRGB */
ctx->TextureFormatSupported[MESA_FORMAT_SARGB8] = GL_TRUE;
if (intel->gen >= 5 || intel->is_g4x)
ctx->TextureFormatSupported[MESA_FORMAT_SRGB_DXT1] = GL_TRUE;
ctx->TextureFormatSupported[MESA_FORMAT_SRGBA_DXT1] = GL_TRUE;
ctx->TextureFormatSupported[MESA_FORMAT_SRGBA_DXT3] = GL_TRUE;
ctx->TextureFormatSupported[MESA_FORMAT_SRGBA_DXT5] = GL_TRUE;
if (intel->has_luminance_srgb) {
ctx->TextureFormatSupported[MESA_FORMAT_SL8] = GL_TRUE;
ctx->TextureFormatSupported[MESA_FORMAT_SLA8] = GL_TRUE;
}
#ifdef TEXTURE_FLOAT_ENABLED
ctx->TextureFormatSupported[MESA_FORMAT_RGBA_FLOAT32] = GL_TRUE;
ctx->TextureFormatSupported[MESA_FORMAT_RG_FLOAT32] = GL_TRUE;
ctx->TextureFormatSupported[MESA_FORMAT_R_FLOAT32] = GL_TRUE;
ctx->TextureFormatSupported[MESA_FORMAT_INTENSITY_FLOAT32] = GL_TRUE;
ctx->TextureFormatSupported[MESA_FORMAT_LUMINANCE_FLOAT32] = GL_TRUE;
ctx->TextureFormatSupported[MESA_FORMAT_ALPHA_FLOAT32] = GL_TRUE;
ctx->TextureFormatSupported[MESA_FORMAT_LUMINANCE_ALPHA_FLOAT32] = GL_TRUE;
#endif
#endif /* !I915 */
driParseConfigFiles(&intel->optionCache, &intelScreen->optionCache,
sPriv->myNum, (intel->gen >= 4) ? "i965" : "i915");
if (intel->gen < 4)
intel->maxBatchSize = 4096;
else
intel->maxBatchSize = sizeof(intel->batch.map);
intel->bufmgr = intelScreen->bufmgr;
bo_reuse_mode = driQueryOptioni(&intel->optionCache, "bo_reuse");
switch (bo_reuse_mode) {
case DRI_CONF_BO_REUSE_DISABLED:
break;
case DRI_CONF_BO_REUSE_ALL:
intel_bufmgr_gem_enable_reuse(intel->bufmgr);
break;
}
/* This doesn't yet catch all non-conformant rendering, but it's a
* start.
*/
if (getenv("INTEL_STRICT_CONFORMANCE")) {
unsigned int value = atoi(getenv("INTEL_STRICT_CONFORMANCE"));
if (value > 0) {
intel->conformance_mode = value;
}
else {
intel->conformance_mode = 1;
}
}
if (intel->conformance_mode > 0) {
ctx->Const.MinLineWidth = 1.0;
ctx->Const.MinLineWidthAA = 1.0;
ctx->Const.MaxLineWidth = 1.0;
ctx->Const.MaxLineWidthAA = 1.0;
ctx->Const.LineWidthGranularity = 1.0;
}
else {
ctx->Const.MinLineWidth = 1.0;
ctx->Const.MinLineWidthAA = 1.0;
ctx->Const.MaxLineWidth = 5.0;
ctx->Const.MaxLineWidthAA = 5.0;
ctx->Const.LineWidthGranularity = 0.5;
}
ctx->Const.MinPointSize = 1.0;
ctx->Const.MinPointSizeAA = 1.0;
ctx->Const.MaxPointSize = 255.0;
ctx->Const.MaxPointSizeAA = 3.0;
ctx->Const.PointSizeGranularity = 1.0;
ctx->Const.MaxSamples = 1.0;
/* reinitialize the context point state.
* It depend on constants in __struct gl_contextRec::Const
*/
_mesa_init_point(ctx);
if (intel->gen >= 4) {
ctx->Const.sRGBCapable = GL_TRUE;
if (MAX_WIDTH > 8192)
ctx->Const.MaxRenderbufferSize = 8192;
} else {
if (MAX_WIDTH > 2048)
ctx->Const.MaxRenderbufferSize = 2048;
}
/* Initialize the software rasterizer and helper modules. */
_swrast_CreateContext(ctx);
_vbo_CreateContext(ctx);
_tnl_CreateContext(ctx);
_swsetup_CreateContext(ctx);
/* Configure swrast to match hardware characteristics: */
_swrast_allow_pixel_fog(ctx, GL_FALSE);
_swrast_allow_vertex_fog(ctx, GL_TRUE);
_mesa_meta_init(ctx);
intel->hw_stencil = mesaVis->stencilBits && mesaVis->depthBits == 24;
intel->hw_stipple = 1;
/* XXX FBO: this doesn't seem to be used anywhere */
switch (mesaVis->depthBits) {
case 0: /* what to do in this case? */
case 16:
intel->polygon_offset_scale = 1.0;
break;
case 24:
intel->polygon_offset_scale = 2.0; /* req'd to pass glean */
break;
default:
assert(0);
break;
}
if (intel->gen >= 4)
intel->polygon_offset_scale /= 0xffff;
intel->RenderIndex = ~0;
switch (ctx->API) {
case API_OPENGL:
intelInitExtensions(ctx);
break;
case API_OPENGLES:
break;
case API_OPENGLES2:
intelInitExtensionsES2(ctx);
break;
}
INTEL_DEBUG = driParseDebugString(getenv("INTEL_DEBUG"), debug_control);
if (INTEL_DEBUG & DEBUG_BUFMGR)
dri_bufmgr_set_debug(intel->bufmgr, GL_TRUE);
intel_batchbuffer_init(intel);
intel_fbo_init(intel);
if (intel->ctx.Mesa_DXTn) {
_mesa_enable_extension(ctx, "GL_EXT_texture_compression_s3tc");
_mesa_enable_extension(ctx, "GL_S3_s3tc");
}
else if (driQueryOptionb(&intel->optionCache, "force_s3tc_enable")) {
_mesa_enable_extension(ctx, "GL_EXT_texture_compression_s3tc");
}
intel->use_texture_tiling = driQueryOptionb(&intel->optionCache,
"texture_tiling");
intel->use_early_z = driQueryOptionb(&intel->optionCache, "early_z");
intel->prim.primitive = ~0;
/* Force all software fallbacks */
if (driQueryOptionb(&intel->optionCache, "no_rast")) {
fprintf(stderr, "disabling 3D rasterization\n");
intel->no_rast = 1;
}
if (driQueryOptionb(&intel->optionCache, "always_flush_batch")) {
fprintf(stderr, "flushing batchbuffer before/after each draw call\n");
intel->always_flush_batch = 1;
}
if (driQueryOptionb(&intel->optionCache, "always_flush_cache")) {
fprintf(stderr, "flushing GPU caches before/after each draw call\n");
intel->always_flush_cache = 1;
}
return GL_TRUE;
}
void
intelDestroyContext(__DRIcontext * driContextPriv)
{
struct intel_context *intel =
(struct intel_context *) driContextPriv->driverPrivate;
assert(intel); /* should never be null */
if (intel) {
INTEL_FIREVERTICES(intel);
_mesa_meta_free(&intel->ctx);
intel->vtbl.destroy(intel);
_swsetup_DestroyContext(&intel->ctx);
_tnl_DestroyContext(&intel->ctx);
_vbo_DestroyContext(&intel->ctx);
_swrast_DestroyContext(&intel->ctx);
intel->Fallback = 0x0; /* don't call _swrast_Flush later */
intel_batchbuffer_free(intel);
free(intel->prim.vb);
intel->prim.vb = NULL;
drm_intel_bo_unreference(intel->prim.vb_bo);
intel->prim.vb_bo = NULL;
drm_intel_bo_unreference(intel->first_post_swapbuffers_batch);
intel->first_post_swapbuffers_batch = NULL;
driDestroyOptionCache(&intel->optionCache);
/* free the Mesa context */
_mesa_free_context_data(&intel->ctx);
_math_matrix_dtr(&intel->ViewportMatrix);
FREE(intel);
driContextPriv->driverPrivate = NULL;
}
}
GLboolean
intelUnbindContext(__DRIcontext * driContextPriv)
{
/* Unset current context and dispath table */
_mesa_make_current(NULL, NULL, NULL);
return GL_TRUE;
}
GLboolean
intelMakeCurrent(__DRIcontext * driContextPriv,
__DRIdrawable * driDrawPriv,
__DRIdrawable * driReadPriv)
{
struct intel_context *intel;
GET_CURRENT_CONTEXT(curCtx);
if (driContextPriv)
intel = (struct intel_context *) driContextPriv->driverPrivate;
else
intel = NULL;
/* According to the glXMakeCurrent() man page: "Pending commands to
* the previous context, if any, are flushed before it is released."
* But only flush if we're actually changing contexts.
*/
if (intel_context(curCtx) && intel_context(curCtx) != intel) {
_mesa_flush(curCtx);
}
if (driContextPriv) {
struct gl_framebuffer *fb, *readFb;
if (driDrawPriv == NULL && driReadPriv == NULL) {
fb = _mesa_get_incomplete_framebuffer();
readFb = _mesa_get_incomplete_framebuffer();
} else {
fb = driDrawPriv->driverPrivate;
readFb = driReadPriv->driverPrivate;
driContextPriv->dri2.draw_stamp = driDrawPriv->dri2.stamp - 1;
driContextPriv->dri2.read_stamp = driReadPriv->dri2.stamp - 1;
}
intel_prepare_render(intel);
_mesa_make_current(&intel->ctx, fb, readFb);
/* We do this in intel_prepare_render() too, but intel->ctx.DrawBuffer
* is NULL at that point. We can't call _mesa_makecurrent()
* first, since we need the buffer size for the initial
* viewport. So just call intel_draw_buffer() again here. */
intel_draw_buffer(&intel->ctx, intel->ctx.DrawBuffer);
}
else {
_mesa_make_current(NULL, NULL, NULL);
}
return GL_TRUE;
}
/**
* \brief Query DRI2 to obtain a DRIdrawable's buffers.
*
* To determine which DRI buffers to request, examine the renderbuffers
* attached to the drawable's framebuffer. Then request the buffers with
* DRI2GetBuffers() or DRI2GetBuffersWithFormat().
*
* This is called from intel_update_renderbuffers(). It is used only if either
* the hardware or the X driver lacks separate stencil support.
*
* \param drawable Drawable whose buffers are queried.
* \param buffers [out] List of buffers returned by DRI2 query.
* \param buffer_count [out] Number of buffers returned.
*
* \see intel_update_renderbuffers()
* \see DRI2GetBuffers()
* \see DRI2GetBuffersWithFormat()
*/
static void
intel_query_dri2_buffers_no_separate_stencil(struct intel_context *intel,
__DRIdrawable *drawable,
__DRIbuffer **buffers,
int *buffer_count)
{
assert(!intel->must_use_separate_stencil);
__DRIscreen *screen = intel->intelScreen->driScrnPriv;
struct gl_framebuffer *fb = drawable->driverPrivate;
if (screen->dri2.loader
&& screen->dri2.loader->base.version > 2
&& screen->dri2.loader->getBuffersWithFormat != NULL) {
int i = 0;
const int max_attachments = 4;
unsigned *attachments = calloc(2 * max_attachments, sizeof(unsigned));
struct intel_renderbuffer *front_rb;
struct intel_renderbuffer *back_rb;
struct intel_renderbuffer *depth_rb;
struct intel_renderbuffer *stencil_rb;
front_rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
back_rb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
depth_rb = intel_get_renderbuffer(fb, BUFFER_DEPTH);
stencil_rb = intel_get_renderbuffer(fb, BUFFER_STENCIL);
if ((intel->is_front_buffer_rendering ||
intel->is_front_buffer_reading ||
!back_rb) && front_rb) {
attachments[i++] = __DRI_BUFFER_FRONT_LEFT;
attachments[i++] = intel_bits_per_pixel(front_rb);
}
if (back_rb) {
attachments[i++] = __DRI_BUFFER_BACK_LEFT;
attachments[i++] = intel_bits_per_pixel(back_rb);
}
if (depth_rb && stencil_rb) {
attachments[i++] = __DRI_BUFFER_DEPTH_STENCIL;
attachments[i++] = intel_bits_per_pixel(depth_rb);
} else if (depth_rb) {
attachments[i++] = __DRI_BUFFER_DEPTH;
attachments[i++] = intel_bits_per_pixel(depth_rb);
} else if (stencil_rb) {
attachments[i++] = __DRI_BUFFER_STENCIL;
attachments[i++] = intel_bits_per_pixel(stencil_rb);
}
assert(i <= 2 * max_attachments);
*buffers = screen->dri2.loader->getBuffersWithFormat(drawable,
&drawable->w,
&drawable->h,
attachments, i / 2,
buffer_count,
drawable->loaderPrivate);
free(attachments);
} else if (screen->dri2.loader) {
int i = 0;
const int max_attachments = 4;
unsigned *attachments = calloc(max_attachments, sizeof(unsigned));
if (intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT))
attachments[i++] = __DRI_BUFFER_FRONT_LEFT;
if (intel_get_renderbuffer(fb, BUFFER_BACK_LEFT))
attachments[i++] = __DRI_BUFFER_BACK_LEFT;
if (intel_get_renderbuffer(fb, BUFFER_DEPTH))
attachments[i++] = __DRI_BUFFER_DEPTH;
if (intel_get_renderbuffer(fb, BUFFER_STENCIL))
attachments[i++] = __DRI_BUFFER_STENCIL;
assert(i <= max_attachments);
*buffers = screen->dri2.loader->getBuffersWithFormat(drawable,
&drawable->w,
&drawable->h,
attachments, i,
buffer_count,
drawable->loaderPrivate);
free(attachments);
} else {
*buffers = NULL;
*buffer_count = 0;
}
}
/**
* \brief Assign a DRI buffer's DRM region to a renderbuffer.
*
* This is called from intel_update_renderbuffers(). It is used only if
* either the hardware or the X driver lacks separate stencil support.
*
* \par Note:
* DRI buffers whose attachment point is DRI2BufferStencil or
* DRI2BufferDepthStencil are handled as special cases.
*
* \param buffer_name is a human readable name, such as "dri2 front buffer",
* that is passed to intel_region_alloc_for_handle().
*
* \see intel_update_renderbuffers()
* \see intel_region_alloc_for_handle()
*/
static void
intel_process_dri2_buffer_no_separate_stencil(struct intel_context *intel,
__DRIdrawable *drawable,
__DRIbuffer *buffer,
struct intel_renderbuffer *rb,
const char *buffer_name)
{
assert(!intel->must_use_separate_stencil);
struct gl_framebuffer *fb = drawable->driverPrivate;
struct intel_renderbuffer *depth_rb = NULL;
if (!rb)
return;
if (rb->region && rb->region->name == buffer->name)
return;
if (unlikely(INTEL_DEBUG & DEBUG_DRI)) {
fprintf(stderr,
"attaching buffer %d, at %d, cpp %d, pitch %d\n",
buffer->name, buffer->attachment,
buffer->cpp, buffer->pitch);
}
bool identify_depth_and_stencil = false;
if (buffer->attachment == __DRI_BUFFER_STENCIL) {
struct intel_renderbuffer *depth_rb =
intel_get_renderbuffer(fb, BUFFER_DEPTH);
identify_depth_and_stencil = depth_rb && depth_rb->region;
}
if (identify_depth_and_stencil) {
if (unlikely(INTEL_DEBUG & DEBUG_DRI)) {
fprintf(stderr, "(reusing depth buffer as stencil)\n");
}
intel_region_reference(&rb->region, depth_rb->region);
} else {
intel_region_release(&rb->region);
rb->region = intel_region_alloc_for_handle(intel->intelScreen,
buffer->cpp,
drawable->w,
drawable->h,
buffer->pitch / buffer->cpp,
buffer->name,
buffer_name);
}
if (buffer->attachment == __DRI_BUFFER_DEPTH_STENCIL) {
struct intel_renderbuffer *stencil_rb =
intel_get_renderbuffer(fb, BUFFER_STENCIL);
if (!stencil_rb)
return;
/* The rb passed in is the BUFFER_DEPTH attachment, and we need
* to associate this region to BUFFER_STENCIL as well.
*/
intel_region_reference(&stencil_rb->region, rb->region);
}
}
/**
* \brief Query DRI2 to obtain a DRIdrawable's buffers.
*
* To determine which DRI buffers to request, examine the renderbuffers
* attached to the drawable's framebuffer. Then request the buffers with
* DRI2GetBuffersWithFormat().
*
* This is called from intel_update_renderbuffers(). It is used when 1) the
* hardware supports separate stencil and 2) the X driver's separate stencil
* support has been verified to work or is still unknown.
*
* \param drawable Drawable whose buffers are queried.
* \param buffers [out] List of buffers returned by DRI2 query.
* \param buffer_count [out] Number of buffers returned.
* \param attachments [out] List of pairs (attachment_point, bits_per_pixel)
* that were submitted in the DRI2 query. Number of pairs
* is same as buffer_count.
*
* \see intel_update_renderbuffers()
* \see DRI2GetBuffersWithFormat()
* \see enum intel_dri2_has_hiz
*/
static void
intel_query_dri2_buffers_with_separate_stencil(struct intel_context *intel,
__DRIdrawable *drawable,
__DRIbuffer **buffers,
unsigned **attachments,
int *count)
{
assert(intel->has_separate_stencil);
__DRIscreen *screen = intel->intelScreen->driScrnPriv;
struct gl_framebuffer *fb = drawable->driverPrivate;
const int max_attachments = 5;
int i = 0;
*attachments = calloc(2 * max_attachments, sizeof(unsigned));
if (!*attachments) {
*buffers = NULL;
*count = 0;
return;
}
struct intel_renderbuffer *front_rb;
struct intel_renderbuffer *back_rb;
struct intel_renderbuffer *depth_rb;
struct intel_renderbuffer *stencil_rb;
front_rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
back_rb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
depth_rb = intel_get_renderbuffer(fb, BUFFER_DEPTH);
stencil_rb = intel_get_renderbuffer(fb, BUFFER_STENCIL);
if ((intel->is_front_buffer_rendering ||
intel->is_front_buffer_reading ||
!back_rb) && front_rb) {
(*attachments)[i++] = __DRI_BUFFER_FRONT_LEFT;
(*attachments)[i++] = intel_bits_per_pixel(front_rb);
}
if (back_rb) {
(*attachments)[i++] = __DRI_BUFFER_BACK_LEFT;
(*attachments)[i++] = intel_bits_per_pixel(back_rb);
}
/*
* We request a separate stencil buffer, and perhaps a hiz buffer too, even
* if we do not yet know if the X driver supports it. See the comments for
* 'enum intel_dri2_has_hiz'.
*/
if (depth_rb) {
(*attachments)[i++] = __DRI_BUFFER_DEPTH;
(*attachments)[i++] = intel_bits_per_pixel(depth_rb);
if (intel->vtbl.is_hiz_depth_format(intel, depth_rb->Base.Format)) {
/* Depth and hiz buffer have same bpp. */
(*attachments)[i++] = __DRI_BUFFER_HIZ;
(*attachments)[i++] = intel_bits_per_pixel(depth_rb);
}
}
if (stencil_rb) {
assert(stencil_rb->Base.Format == MESA_FORMAT_S8);
(*attachments)[i++] = __DRI_BUFFER_STENCIL;
(*attachments)[i++] = intel_bits_per_pixel(stencil_rb);
}
assert(i <= 2 * max_attachments);
*buffers = screen->dri2.loader->getBuffersWithFormat(drawable,
&drawable->w,
&drawable->h,
*attachments, i / 2,
count,
drawable->loaderPrivate);
if (!*buffers) {
free(*attachments);
*attachments = NULL;
*count = 0;
}
}
/**
* \brief Assign a DRI buffer's DRM region to a renderbuffer.
*
* This is called from intel_update_renderbuffers(). It is used when 1) the
* hardware supports separate stencil and 2) the X driver's separate stencil
* support has been verified to work or is still unknown.
*
* \par Note:
* DRI buffers whose attachment point is DRI2BufferStencil or DRI2BufferHiz
* are handled as special cases.
*
* \param buffer_name is a human readable name, such as "dri2 front buffer",
* that is passed to intel_region_alloc_for_handle().
*
* \see intel_update_renderbuffers()
* \see intel_region_alloc_for_handle()
* \see enum intel_dri2_has_hiz
*/
static void
intel_process_dri2_buffer_with_separate_stencil(struct intel_context *intel,
__DRIdrawable *drawable,
__DRIbuffer *buffer,
struct intel_renderbuffer *rb,
const char *buffer_name)
{
assert(intel->has_separate_stencil);
assert(buffer->attachment != __DRI_BUFFER_DEPTH_STENCIL);
if (!rb)
return;
/* If the renderbuffer's and DRIbuffer's regions match, then continue. */
if ((buffer->attachment != __DRI_BUFFER_HIZ &&
rb->region &&
rb->region->name == buffer->name) ||
(buffer->attachment == __DRI_BUFFER_HIZ &&
rb->hiz_region &&
rb->hiz_region->name == buffer->name)) {
return;
}
if (unlikely(INTEL_DEBUG & DEBUG_DRI)) {
fprintf(stderr,
"attaching buffer %d, at %d, cpp %d, pitch %d\n",
buffer->name, buffer->attachment,
buffer->cpp, buffer->pitch);
}
/*
* The stencil buffer has quirky pitch requirements. From Section
* 2.11.5.6.2.1 3DSTATE_STENCIL_BUFFER, field "Surface Pitch":
* The pitch must be set to 2x the value computed based on width, as
* the stencil buffer is stored with two rows interleaved.
* If we neglect to double the pitch, then drm_intel_gem_bo_map_gtt()
* maps the memory incorrectly.
*
* To satisfy the pitch requirement, the X driver hackishly allocated
* the gem buffer with bpp doubled and height halved. So buffer->cpp is
* correct, but drawable->height is not.
*/
int buffer_height = drawable->h;
if (buffer->attachment == __DRI_BUFFER_STENCIL) {
buffer_height /= 2;
}
struct intel_region *region =
intel_region_alloc_for_handle(intel->intelScreen,
buffer->cpp,
drawable->w,
buffer_height,
buffer->pitch / buffer->cpp,
buffer->name,
buffer_name);
if (buffer->attachment == __DRI_BUFFER_HIZ) {
intel_region_reference(&rb->hiz_region, region);
} else {
intel_region_reference(&rb->region, region);
}
intel_region_release(®ion);
}
/**
* \brief Verify that the X driver supports hiz and separate stencil.
*
* This implements the cleanup stage of the handshake described in the
* comments for 'enum intel_dri2_has_hiz'.
*
* This should be called from intel_update_renderbuffers() after 1) the
* DRIdrawable has been queried for its buffers via DRI2GetBuffersWithFormat()
* and 2) the DRM region of each returned DRIbuffer has been assigned to the
* appropriate intel_renderbuffer. Furthermore, this should be called *only*
* when 1) intel_update_renderbuffers() tried to used the X driver's separate
* stencil functionality and 2) it has not yet been determined if the X driver
* supports separate stencil.
*
* If we determine that the X driver does have support, then we set
* intel_screen.dri2_has_hiz to true and return.
*
* If we determine that the X driver lacks support, and we requested
* a DRI2BufferDepth and DRI2BufferStencil, then we must remedy the mistake by
* taking the following actions:
* 1. Discard the framebuffer's stencil and depth renderbuffers.
* 2. Create a combined depth/stencil renderbuffer and attach
* it to the framebuffer's depth and stencil attachment points.
* 3. Query the drawable for a new set of buffers, which consists of the
* originally requested set plus DRI2BufferDepthStencil.
* 4. Assign the DRI2BufferDepthStencil's DRM region to the new
* depth/stencil renderbuffer.
*
* \pre intel->intelScreen->dri2_has_hiz == INTEL_DRI2_HAS_HIZ_UNKNOWN
*
* \param drawable Drawable whose buffers were queried.
*
* \param buffers [in/out] As input, the buffer list returned by the
* original DRI2 query. As output, the current buffer
* list, which may have been altered by a new DRI2 query.
*
* \param attachments [in/out] As input, the attachment list submitted
* in the original DRI2 query. As output, the attachment
* list that was submitted in the DRI2 query that
* obtained the current buffer list, as returned in the
* output parameter \c buffers. (Note: If no new query
* was made, then the list remains unaltered).
*
* \param count [out] Number of buffers in the current buffer list, as
* returned in the output parameter \c buffers.
*
* \see enum intel_dri2_has_hiz
* \see struct intel_screen::dri2_has_hiz
* \see intel_update_renderbuffers
*/
static void
intel_verify_dri2_has_hiz(struct intel_context *intel,
__DRIdrawable *drawable,
__DRIbuffer **buffers,
unsigned **attachments,
int *count)
{
assert(intel->intelScreen->dri2_has_hiz == INTEL_DRI2_HAS_HIZ_UNKNOWN);
struct gl_framebuffer *fb = drawable->driverPrivate;
struct intel_renderbuffer *stencil_rb =
intel_get_renderbuffer(fb, BUFFER_STENCIL);
if (stencil_rb) {
/*
* We requested a DRI2BufferStencil without knowing if the X driver
* supports it. Now, check if X handled the request correctly and clean
* up if it did not. (See comments for 'enum intel_dri2_has_hiz').
*/
struct intel_renderbuffer *depth_rb =
intel_get_renderbuffer(fb, BUFFER_DEPTH);
assert(stencil_rb->Base.Format == MESA_FORMAT_S8);
assert(depth_rb && depth_rb->Base.Format == MESA_FORMAT_X8_Z24);
if (stencil_rb->region->tiling == I915_TILING_Y) {
intel->intelScreen->dri2_has_hiz = INTEL_DRI2_HAS_HIZ_TRUE;
return;
} else {
/*
* Oops... the screen doesn't support separate stencil. Discard the
* separate depth and stencil buffers and replace them with
* a combined depth/stencil buffer. Discard the hiz buffer too.
*/
intel->intelScreen->dri2_has_hiz = INTEL_DRI2_HAS_HIZ_FALSE;
/* 1. Discard depth and stencil renderbuffers. */
_mesa_remove_renderbuffer(fb, BUFFER_DEPTH);
depth_rb = NULL;
_mesa_remove_renderbuffer(fb, BUFFER_STENCIL);
stencil_rb = NULL;
/* 2. Create new depth/stencil renderbuffer. */
struct intel_renderbuffer *depth_stencil_rb =
intel_create_renderbuffer(MESA_FORMAT_S8_Z24);
_mesa_add_renderbuffer(fb, BUFFER_DEPTH, &depth_stencil_rb->Base);
_mesa_add_renderbuffer(fb, BUFFER_STENCIL, &depth_stencil_rb->Base);
/* 3. Append DRI2BufferDepthStencil to attachment list. */
int old_count = *count;
unsigned int *old_attachments = *attachments;
*count = old_count + 1;
*attachments = malloc(2 * (*count) * sizeof(unsigned));
memcpy(*attachments, old_attachments, 2 * old_count * sizeof(unsigned));
free(old_attachments);
(*attachments)[2 * old_count + 0] = __DRI_BUFFER_DEPTH_STENCIL;
(*attachments)[2 * old_count + 1] = intel_bits_per_pixel(depth_stencil_rb);
/* 4. Request new set of DRI2 attachments. */
__DRIscreen *screen = intel->intelScreen->driScrnPriv;
*buffers = screen->dri2.loader->getBuffersWithFormat(drawable,
&drawable->w,
&drawable->h,
*attachments,
*count,
count,
drawable->loaderPrivate);
if (!*buffers)
return;
/*
* I don't know how to recover from the failure assertion below.
* Rather than fail gradually and unexpectedly, we should just die
* now.
*/
assert(*count == old_count + 1);
/* 5. Assign the DRI buffer's DRM region to the its renderbuffers. */
__DRIbuffer *depth_stencil_buffer = NULL;
for (int i = 0; i < *count; ++i) {
if ((*buffers)[i].attachment == __DRI_BUFFER_DEPTH_STENCIL) {
depth_stencil_buffer = &(*buffers)[i];
break;
}
}
struct intel_region *region =
intel_region_alloc_for_handle(intel->intelScreen,
depth_stencil_buffer->cpp,
drawable->w,
drawable->h,
depth_stencil_buffer->pitch
/ depth_stencil_buffer->cpp,
depth_stencil_buffer->name,
"dri2 depth / stencil buffer");
intel_region_reference(&intel_get_renderbuffer(fb, BUFFER_DEPTH)->region,
region);
intel_region_reference(&intel_get_renderbuffer(fb, BUFFER_STENCIL)->region,
region);
intel_region_release(®ion);
}
}
if (intel_framebuffer_has_hiz(fb)) {
/*
* In the future, the driver may advertise a GL config with hiz
* compatible depth bits and 0 stencil bits (for example, when the
* driver gains support for float32 depth buffers). When that day comes,
* here we need to verify that the X driver does in fact support hiz and
* clean up if it doesn't.
*
* Presently, however, no verification or clean up is necessary, and
* execution should not reach here. If the framebuffer still has a hiz
* region, then we have already set dri2_has_hiz to true after
* confirming above that the stencil buffer is Y tiled.
*/
assert(0);
}
}
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