#include "main/imports.h"
#include "main/macros.h"
#include "main/colormac.h"
+#include "main/renderbuffer.h"
+#include "main/framebuffer.h"
#include "tnl/tnl.h"
#include "tnl/t_context.h"
#include "intel_regions.h"
#include "intel_tris.h"
#include "intel_fbo.h"
+#include "intel_buffers.h"
#include "i915_reg.h"
#include "i915_context.h"
aper_array[aper_count++] = intel->batch.bo;
if (dirty & I915_UPLOAD_BUFFERS) {
- aper_array[aper_count++] = state->draw_region->buffer;
+ if (state->draw_region)
+ aper_array[aper_count++] = state->draw_region->buffer;
if (state->depth_region)
aper_array[aper_count++] = state->depth_region->buffer;
}
if (INTEL_DEBUG & DEBUG_STATE)
fprintf(stderr, "I915_UPLOAD_BUFFERS:\n");
- count = 14;
+ count = 17;
if (state->Buffer[I915_DESTREG_DRAWRECT0] != MI_NOOP)
count++;
- if (state->depth_region)
- count += 3;
BEGIN_BATCH(count);
OUT_BATCH(state->Buffer[I915_DESTREG_CBUFADDR0]);
OUT_BATCH(state->Buffer[I915_DESTREG_CBUFADDR1]);
- OUT_RELOC(state->draw_region->buffer,
- I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);
+ if (state->draw_region) {
+ OUT_RELOC(state->draw_region->buffer,
+ I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);
+ } else {
+ OUT_BATCH(0);
+ }
+ OUT_BATCH(state->Buffer[I915_DESTREG_DBUFADDR0]);
+ OUT_BATCH(state->Buffer[I915_DESTREG_DBUFADDR1]);
if (state->depth_region) {
- OUT_BATCH(state->Buffer[I915_DESTREG_DBUFADDR0]);
- OUT_BATCH(state->Buffer[I915_DESTREG_DBUFADDR1]);
OUT_RELOC(state->depth_region->buffer,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);
+ } else {
+ OUT_BATCH(0);
}
OUT_BATCH(state->Buffer[I915_DESTREG_DV0]);
if (region->tiling == I915_TILING_Y)
state[1] |= BUF_3D_TILE_WALK_Y;
}
+ } else {
+ /* Fill in a default pitch, since 0 is invalid. We'll be
+ * setting the buffer offset to 0 and not referencing the
+ * buffer, so the pitch could really be any valid value.
+ */
+ state[1] |= BUF_3D_PITCH(4096);
}
}
LOD_PRECLAMP_OGL | TEX_DEFAULT_COLOR_OGL);
if (irb != NULL) {
value |= i915_render_target_format_for_mesa_format[irb->Base.Format];
+ } else {
+ value |= DV_PF_8888;
}
/* This isn't quite safe, thus being hidden behind an option. When changing
I915_STATECHANGE(i915, I915_UPLOAD_BUFFERS);
}
+static void
+i915_update_color_write_enable(struct i915_context *i915, bool enable)
+{
+ uint32_t dw = i915->state.Ctx[I915_CTXREG_LIS6];
+ if (enable)
+ dw |= S6_COLOR_WRITE_ENABLE;
+ else
+ dw &= ~S6_COLOR_WRITE_ENABLE;
+ if (dw != i915->state.Ctx[I915_CTXREG_LIS6]) {
+ I915_STATECHANGE(i915, I915_UPLOAD_CTX);
+ i915->state.Ctx[I915_CTXREG_LIS6] = dw;
+ }
+}
+
+/**
+ * Update the hardware state for drawing into a window or framebuffer object.
+ *
+ * Called by glDrawBuffer, glBindFramebufferEXT, MakeCurrent, and other
+ * places within the driver.
+ *
+ * Basically, this needs to be called any time the current framebuffer
+ * changes, the renderbuffers change, or we need to draw into different
+ * color buffers.
+ */
+static void
+i915_update_draw_buffer(struct intel_context *intel)
+{
+ struct i915_context *i915 = (struct i915_context *)intel;
+ struct gl_context *ctx = &intel->ctx;
+ struct gl_framebuffer *fb = ctx->DrawBuffer;
+ struct intel_region *colorRegion = NULL, *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;
+ }
+
+ irbDepth = intel_get_renderbuffer(fb, BUFFER_DEPTH);
+ irbStencil = intel_get_renderbuffer(fb, BUFFER_STENCIL);
+ /* Do this here, not core Mesa, since this function is called from
+ * many places within the driver.
+ */
+ if (ctx->NewState & _NEW_BUFFERS) {
+ /* this updates the DrawBuffer->_NumColorDrawBuffers fields, etc */
+ _mesa_update_framebuffer(ctx);
+ /* this updates the DrawBuffer's Width/Height if it's a FBO */
+ _mesa_update_draw_buffer_bounds(ctx);
+ }
+
+ if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
+ /* this may occur when we're called by glBindFrameBuffer() during
+ * the process of someone setting up renderbuffers, etc.
+ */
+ /*_mesa_debug(ctx, "DrawBuffer: incomplete user FBO\n");*/
+ return;
+ }
+
+ /* How many color buffers are we drawing into?
+ *
+ * If there is more than one drawbuffer (GL_FRONT_AND_BACK), or the
+ * drawbuffers are too big, we have to fallback to software.
+ */
+ if ((fb->Width > ctx->Const.MaxRenderbufferSize)
+ || (fb->Height > ctx->Const.MaxRenderbufferSize)) {
+ FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, true);
+ } else if (fb->_NumColorDrawBuffers > 1) {
+ FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, true);
+ } else {
+ struct intel_renderbuffer *irb;
+ irb = intel_renderbuffer(fb->_ColorDrawBuffers[0]);
+ colorRegion = irb ? irb->region : NULL;
+ 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);
+ depthRegion = NULL;
+ } else { /* !irbDepth */
+ /* No fallback is needed because there is no depth buffer. */
+ FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_FALSE);
+ depthRegion = NULL;
+ }
+
+ /* Check for stencil fallback. */
+ if (irbStencil && irbStencil->region) {
+ assert(irbStencil->Base.Format == MESA_FORMAT_S8_Z24);
+ FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_FALSE);
+ } else if (irbStencil && !irbStencil->region) {
+ FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_TRUE);
+ } else { /* !irbStencil */
+ /* No fallback is needed because there is no stencil buffer. */
+ FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_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
+ && irbStencil->Base.Format == MESA_FORMAT_S8_Z24) {
+ depthRegion = irbStencil->region;
+ }
+
+ /*
+ * Update depth and stencil test state
+ */
+ ctx->Driver.Enable(ctx, GL_DEPTH_TEST, ctx->Depth.Test);
+ ctx->Driver.Enable(ctx, GL_STENCIL_TEST, ctx->Stencil.Enabled);
+
+ i915_update_color_write_enable(i915, colorRegion != NULL);
+
+ intel->vtbl.set_draw_region(intel, &colorRegion, depthRegion,
+ fb->_NumColorDrawBuffers);
+ intel->NewGLState |= _NEW_BUFFERS;
+
+ /* update viewport since it depends on window size */
+ intelCalcViewport(ctx);
+
+ /* Set state we know depends on drawable parameters:
+ */
+ ctx->Driver.Scissor(ctx, ctx->Scissor.X, ctx->Scissor.Y,
+ ctx->Scissor.Width, ctx->Scissor.Height);
+ ctx->Driver.DepthRange(ctx, ctx->Viewport.Near, ctx->Viewport.Far);
+
+ /* Update culling direction which changes depending on the
+ * orientation of the buffer:
+ */
+ ctx->Driver.FrontFace(ctx, ctx->Polygon.FrontFace);
+}
static void
i915_new_batch(struct intel_context *intel)
i915->intel.vtbl.render_start = i915_render_start;
i915->intel.vtbl.render_prevalidate = i915_render_prevalidate;
i915->intel.vtbl.set_draw_region = i915_set_draw_region;
+ i915->intel.vtbl.update_draw_buffer = i915_update_draw_buffer;
i915->intel.vtbl.update_texture_state = i915UpdateTextureState;
i915->intel.vtbl.assert_not_dirty = i915_assert_not_dirty;
i915->intel.vtbl.finish_batch = intel_finish_vb;