#include "intel_batchbuffer.h"
+#include "intel_fbo.h"
#include "intel_regions.h"
#include "brw_context.h"
static void prepare_depthbuffer(struct brw_context *brw)
{
- struct intel_region *region = brw->state.depth_region;
-
- if (region != NULL)
- brw_add_validated_bo(brw, region->buffer);
+ struct intel_context *intel = &brw->intel;
+ struct gl_context *ctx = &intel->ctx;
+ struct gl_framebuffer *fb = ctx->DrawBuffer;
+ struct intel_renderbuffer *drb = intel_get_renderbuffer(fb, BUFFER_DEPTH);
+ struct intel_renderbuffer *srb = intel_get_renderbuffer(fb, BUFFER_STENCIL);
+
+ if (drb)
+ brw_add_validated_bo(brw, drb->region->buffer);
+ if (srb)
+ brw_add_validated_bo(brw, srb->region->buffer);
}
static void emit_depthbuffer(struct brw_context *brw)
{
struct intel_context *intel = &brw->intel;
- struct intel_region *region = brw->state.depth_region;
+ struct gl_context *ctx = &intel->ctx;
+ struct gl_framebuffer *fb = ctx->DrawBuffer;
+ /* _NEW_BUFFERS */
+ struct intel_renderbuffer *irb = intel_get_renderbuffer(fb, BUFFER_DEPTH);
unsigned int len;
+ /* If we're combined depth stencil but no depth is attached, look
+ * up stencil.
+ */
+ if (!irb)
+ irb = intel_get_renderbuffer(fb, BUFFER_STENCIL);
+
if (intel->gen >= 6)
len = 7;
else if (intel->is_g4x || intel->gen == 5)
else
len = 5;
- if (region == NULL) {
+ if (!irb) {
BEGIN_BATCH(len);
OUT_BATCH(_3DSTATE_DEPTH_BUFFER << 16 | (len - 2));
OUT_BATCH((BRW_DEPTHFORMAT_D32_FLOAT << 18) |
ADVANCE_BATCH();
} else {
+ struct intel_region *region = irb->region;
unsigned int format;
switch (region->cpp) {
}
}
-/**
- * \see brw_context.state.depth_region
- */
const struct brw_tracked_state brw_depthbuffer = {
.dirty = {
- .mesa = 0,
- .brw = BRW_NEW_DEPTH_BUFFER | BRW_NEW_BATCH,
+ .mesa = _NEW_BUFFERS,
+ .brw = BRW_NEW_BATCH,
.cache = 0,
},
.prepare = prepare_depthbuffer,