#include "i830_context.h"
#include "i830_reg.h"
#include "intel_batchbuffer.h"
+#include "intel_mipmap_tree.h"
#include "intel_regions.h"
#include "intel_tris.h"
#include "intel_fbo.h"
#define FILE_DEBUG_FLAG DEBUG_STATE
-static GLboolean i830_check_vertex_size(struct intel_context *intel,
- GLuint expected);
+static bool i830_check_vertex_size(struct intel_context *intel,
+ GLuint expected);
#define SZ_TO_HW(sz) ((sz-2)&0x3)
#define EMIT_SZ(sz) (EMIT_1F + (sz) - 1)
/* Pull apart the vertex format registers and figure out how large a
* vertex is supposed to be.
*/
-static GLboolean
+static bool
i830_check_vertex_size(struct intel_context *intel, GLuint expected)
{
struct i830_context *i830 = i830_context(&intel->ctx);
aper_array[aper_count++] = intel->batch.bo;
if (dirty & I830_UPLOAD_BUFFERS) {
- aper_array[aper_count++] = state->draw_region->buffer;
+ aper_array[aper_count++] = state->draw_region->bo;
if (state->depth_region)
- aper_array[aper_count++] = state->depth_region->buffer;
+ aper_array[aper_count++] = state->depth_region->bo;
}
for (i = 0; i < I830_TEX_UNITS; i++)
BEGIN_BATCH(count);
OUT_BATCH(state->Buffer[I830_DESTREG_CBUFADDR0]);
OUT_BATCH(state->Buffer[I830_DESTREG_CBUFADDR1]);
- OUT_RELOC(state->draw_region->buffer,
+ OUT_RELOC(state->draw_region->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);
if (state->depth_region) {
OUT_BATCH(state->Buffer[I830_DESTREG_DBUFADDR0]);
OUT_BATCH(state->Buffer[I830_DESTREG_DBUFADDR1]);
- OUT_RELOC(state->depth_region->buffer,
+ OUT_RELOC(state->depth_region->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);
}
};
static bool
-i830_render_target_supported(gl_format format)
+i830_render_target_supported(struct intel_context *intel, gl_format format)
{
if (format == MESA_FORMAT_S8_Z24 ||
format == MESA_FORMAT_X8_Z24 ||
struct gl_framebuffer *fb = ctx->DrawBuffer;
struct intel_region *colorRegions[MAX_DRAW_BUFFERS], *depthRegion = NULL;
struct intel_renderbuffer *irbDepth = NULL, *irbStencil = NULL;
- bool fb_has_hiz = intel_framebuffer_has_hiz(fb);
if (!fb) {
/* this can happen during the initial context initialization */
return;
}
- /*
- * If intel_context is using separate stencil, but the depth attachment
- * (gl_framebuffer.Attachment[BUFFER_DEPTH]) has a packed depth/stencil
- * format, then we must install the real depth buffer at fb->_DepthBuffer
- * and set fb->_DepthBuffer->Wrapped before calling _mesa_update_framebuffer.
- * Otherwise, _mesa_update_framebuffer will create and install a swras
- * depth wrapper instead.
- *
- * Ditto for stencil.
- */
irbDepth = intel_get_renderbuffer(fb, BUFFER_DEPTH);
- if (irbDepth && irbDepth->Base.Format == MESA_FORMAT_X8_Z24) {
- _mesa_reference_renderbuffer(&fb->_DepthBuffer, &irbDepth->Base);
- irbDepth->Base.Wrapped = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
- }
-
irbStencil = intel_get_renderbuffer(fb, BUFFER_STENCIL);
- if (irbStencil && irbStencil->Base.Format == MESA_FORMAT_S8) {
- _mesa_reference_renderbuffer(&fb->_StencilBuffer, &irbStencil->Base);
- irbStencil->Base.Wrapped = fb->Attachment[BUFFER_STENCIL].Renderbuffer;
- }
/* Do this here, not core Mesa, since this function is called from
* many places within the driver.
for (i = 0; i < fb->_NumColorDrawBuffers; i++) {
irb = intel_renderbuffer(fb->_ColorDrawBuffers[i]);
- colorRegions[i] = irb ? irb->region : NULL;
+ colorRegions[i] = (irb && irb->mt) ? irb->mt->region : NULL;
}
}
else {
/* drawing to user-created FBO */
struct intel_renderbuffer *irb;
irb = intel_renderbuffer(fb->_ColorDrawBuffers[0]);
- colorRegions[0] = (irb && irb->region) ? irb->region : NULL;
+ colorRegions[0] = (irb && irb->mt->region) ? irb->mt->region : NULL;
}
}
if (!colorRegions[0]) {
- FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, GL_TRUE);
+ FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, true);
}
else {
- FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, GL_FALSE);
+ FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, false);
}
/* Check for depth fallback. */
- if (irbDepth && irbDepth->region) {
- assert(!fb_has_hiz || irbDepth->Base.Format != MESA_FORMAT_S8_Z24);
- FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_FALSE);
- depthRegion = irbDepth->region;
- } else if (irbDepth && !irbDepth->region) {
- FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_TRUE);
+ if (irbDepth && irbDepth->mt) {
+ FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, false);
+ depthRegion = irbDepth->mt->region;
+ } else if (irbDepth && !irbDepth->mt) {
+ FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, true);
depthRegion = NULL;
} else { /* !irbDepth */
/* No fallback is needed because there is no depth buffer. */
- FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_FALSE);
+ FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, false);
depthRegion = NULL;
}
/* Check for stencil fallback. */
- if (irbStencil && irbStencil->region) {
- if (!intel->has_separate_stencil)
- assert(irbStencil->Base.Format == MESA_FORMAT_S8_Z24);
- if (fb_has_hiz || intel->must_use_separate_stencil)
- assert(irbStencil->Base.Format == MESA_FORMAT_S8);
- if (irbStencil->Base.Format == MESA_FORMAT_S8)
- assert(intel->has_separate_stencil);
- FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_FALSE);
- } else if (irbStencil && !irbStencil->region) {
- FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_TRUE);
+ if (irbStencil && irbStencil->mt) {
+ assert(irbStencil->Base.Format == MESA_FORMAT_S8_Z24);
+ FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, false);
+ } else if (irbStencil && !irbStencil->mt) {
+ FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, true);
} else { /* !irbStencil */
/* No fallback is needed because there is no stencil buffer. */
- FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_FALSE);
+ FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, false);
}
/* If we have a (packed) stencil buffer attached but no depth buffer,
* we still need to set up the shared depth/stencil state so we can use it.
*/
- if (depthRegion == NULL && irbStencil && irbStencil->region
+ if (depthRegion == NULL && irbStencil && irbStencil->mt
&& irbStencil->Base.Format == MESA_FORMAT_S8_Z24) {
- depthRegion = irbStencil->region;
+ depthRegion = irbStencil->mt->region;
}
/*
* Update depth and stencil test state
*/
- if (ctx->Driver.Enable) {
- ctx->Driver.Enable(ctx, GL_DEPTH_TEST,
- (ctx->Depth.Test && fb->Visual.depthBits > 0));
- ctx->Driver.Enable(ctx, GL_STENCIL_TEST,
- (ctx->Stencil.Enabled && fb->Visual.stencilBits > 0));
- }
- else {
- /* Mesa's Stencil._Enabled field is updated when
- * _NEW_BUFFERS | _NEW_STENCIL, but i965 code assumes that the value
- * only changes with _NEW_STENCIL (which seems sensible). So flag it
- * here since this is the _NEW_BUFFERS path.
- */
- intel->NewGLState |= (_NEW_DEPTH | _NEW_STENCIL);
- }
+ ctx->Driver.Enable(ctx, GL_DEPTH_TEST,
+ (ctx->Depth.Test && fb->Visual.depthBits > 0));
+ ctx->Driver.Enable(ctx, GL_STENCIL_TEST,
+ (ctx->Stencil.Enabled && fb->Visual.stencilBits > 0));
intel->vtbl.set_draw_region(intel, colorRegions, depthRegion,
fb->_NumColorDrawBuffers);
intel->NewGLState |= _NEW_BUFFERS;
/* update viewport since it depends on window size */
-#ifdef I915
intelCalcViewport(ctx);
-#else
- intel->NewGLState |= _NEW_VIEWPORT;
-#endif
+
/* Set state we know depends on drawable parameters:
*/
- if (ctx->Driver.Scissor)
- ctx->Driver.Scissor(ctx, ctx->Scissor.X, ctx->Scissor.Y,
- ctx->Scissor.Width, ctx->Scissor.Height);
- intel->NewGLState |= _NEW_SCISSOR;
+ ctx->Driver.Scissor(ctx, ctx->Scissor.X, ctx->Scissor.Y,
+ ctx->Scissor.Width, ctx->Scissor.Height);
- if (ctx->Driver.DepthRange)
- ctx->Driver.DepthRange(ctx,
- ctx->Viewport.Near,
- ctx->Viewport.Far);
+ ctx->Driver.DepthRange(ctx, ctx->Viewport.Near, ctx->Viewport.Far);
/* Update culling direction which changes depending on the
* orientation of the buffer:
*/
- if (ctx->Driver.FrontFace)
- ctx->Driver.FrontFace(ctx, ctx->Polygon.FrontFace);
- else
- intel->NewGLState |= _NEW_POLYGON;
+ ctx->Driver.FrontFace(ctx, ctx->Polygon.FrontFace);
}
/* This isn't really handled at the moment.
i830_update_provoking_vertex(&intel->ctx);
}
+static bool
+i830_is_hiz_depth_format(struct intel_context *intel, gl_format format)
+{
+ return false;
+}
+
void
i830InitVtbl(struct i830_context *i830)
{
i830->intel.vtbl.finish_batch = intel_finish_vb;
i830->intel.vtbl.invalidate_state = i830_invalidate_state;
i830->intel.vtbl.render_target_supported = i830_render_target_supported;
+ i830->intel.vtbl.is_hiz_depth_format = i830_is_hiz_depth_format;
}