#include "brw_state.h"
#include "intel_batchbuffer.h"
+#include "intel_buffers.h"
#include "intel_fbo.h"
#include "intel_mipmap_tree.h"
#include "intel_regions.h"
/*
* \brief Resolve buffers before drawing.
*
- * Resolve the depth buffer's HiZ buffer and resolve the depth buffer of each
- * enabled depth texture.
+ * Resolve the depth buffer's HiZ buffer, resolve the depth buffer of each
+ * enabled depth texture, and flush the render cache for any dirty textures.
*
* (In the future, this will also perform MSAA resolves).
*/
if (depth_irb)
intel_renderbuffer_resolve_hiz(brw, depth_irb);
- /* Resolve depth buffer of each enabled depth texture, and color buffer of
- * each fast-clear-enabled color texture.
- */
- for (int i = 0; i < BRW_MAX_TEX_UNIT; i++) {
+ /* Resolve depth buffer and render cache of each enabled texture. */
+ for (int i = 0; i < ctx->Const.MaxCombinedTextureImageUnits; i++) {
if (!ctx->Texture.Unit[i]._ReallyEnabled)
continue;
tex_obj = intel_texture_object(ctx->Texture.Unit[i]._Current);
continue;
intel_miptree_all_slices_resolve_depth(brw, tex_obj->mt);
intel_miptree_resolve_color(brw, tex_obj->mt);
+ brw_render_cache_set_check_flush(brw, tex_obj->mt->region->bo);
}
}
*
* If the color buffer is a multisample window system buffer, then
* mark that it needs a downsample.
+ *
+ * Also mark any render targets which will be textured as needing a render
+ * cache flush.
*/
static void brw_postdraw_set_buffers_need_resolve(struct brw_context *brw)
{
struct intel_renderbuffer *front_irb = NULL;
struct intel_renderbuffer *back_irb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
struct intel_renderbuffer *depth_irb = intel_get_renderbuffer(fb, BUFFER_DEPTH);
+ struct intel_renderbuffer *stencil_irb = intel_get_renderbuffer(fb, BUFFER_STENCIL);
struct gl_renderbuffer_attachment *depth_att = &fb->Attachment[BUFFER_DEPTH];
- if (brw->is_front_buffer_rendering)
+ if (brw_is_front_buffer_drawing(fb))
front_irb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
if (front_irb)
- intel_renderbuffer_set_needs_downsample(front_irb);
+ front_irb->need_downsample = true;
if (back_irb)
- intel_renderbuffer_set_needs_downsample(back_irb);
- if (depth_irb && ctx->Depth.Mask)
+ back_irb->need_downsample = true;
+ if (depth_irb && ctx->Depth.Mask) {
intel_renderbuffer_att_set_needs_depth_resolve(depth_att);
+ brw_render_cache_set_add_bo(brw, depth_irb->mt->region->bo);
+ }
+
+ if (ctx->Extensions.ARB_stencil_texturing &&
+ stencil_irb && ctx->Stencil._WriteEnabled) {
+ brw_render_cache_set_add_bo(brw, stencil_irb->mt->region->bo);
+ }
+
+ for (int i = 0; i < fb->_NumColorDrawBuffers; i++) {
+ struct intel_renderbuffer *irb =
+ intel_renderbuffer(fb->_ColorDrawBuffers[i]);
+
+ if (irb)
+ brw_render_cache_set_add_bo(brw, irb->mt->region->bo);
+ }
}
/* May fail if out of video memory for texture or vbo upload, or on
* get the minimum and maximum of their index buffer so we know what range
* to upload.
*/
- if (!vbo_all_varyings_in_vbos(arrays) && !index_bounds_valid) {
+ if (!index_bounds_valid &&
+ (ctx->RenderMode != GL_RENDER || !vbo_all_varyings_in_vbos(arrays))) {
perf_debug("Scanning index buffer to compute index buffer bounds. "
"Use glDrawRangeElements() to avoid this.\n");
vbo_get_minmax_indices(ctx, prims, ib, &min_index, &max_index, nr_prims);