#include "brw_vs.h"
#include "brw_wm.h"
-#include "../glsl/ralloc.h"
+#include "gen6_hiz.h"
+
+#include "glsl/ralloc.h"
static void
dri_bo_release(drm_intel_bo **bo)
brw_destroy_state(brw);
brw_draw_destroy( brw );
- brw_clear_validated_bos(brw);
ralloc_free(brw->wm.compile_data);
dri_bo_release(&brw->curbe.curbe_bo);
{
struct gl_context *ctx = &intel->ctx;
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.
*/
return;
}
- /* How many color buffers are we drawing into?
- *
- * If there are zero buffers or the buffer is too big, don't configure any
- * regions for hardware drawing. We'll fallback to software below. Not
- * having regions set makes some of the software fallback paths faster.
+ /* 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.
*/
- if ((fb->Width > ctx->Const.MaxRenderbufferSize)
- || (fb->Height > ctx->Const.MaxRenderbufferSize)
- || (fb->_NumColorDrawBuffers == 0)) {
- /* writing to 0 */
- colorRegions[0] = NULL;
- }
- else if (fb->_NumColorDrawBuffers > 1) {
- int i;
- struct intel_renderbuffer *irb;
-
- for (i = 0; i < fb->_NumColorDrawBuffers; i++) {
- irb = intel_renderbuffer(fb->_ColorDrawBuffers[i]);
- colorRegions[i] = irb ? irb->region : NULL;
- }
- }
- else {
- /* Get the intel_renderbuffer for the single colorbuffer we're drawing
- * into.
- */
- if (fb->Name == 0) {
- /* drawing to window system buffer */
- if (fb->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT)
- colorRegions[0] = intel_get_rb_region(fb, BUFFER_FRONT_LEFT);
- else
- colorRegions[0] = intel_get_rb_region(fb, BUFFER_BACK_LEFT);
- }
- else {
- /* drawing to user-created FBO */
- struct intel_renderbuffer *irb;
- irb = intel_renderbuffer(fb->_ColorDrawBuffers[0]);
- colorRegions[0] = (irb && irb->region) ? irb->region : NULL;
- }
- }
-
- /* Check for depth fallback. */
- if (irbDepth && irbDepth->region) {
- assert(!fb_has_hiz || irbDepth->Base.Format != MESA_FORMAT_S8_Z24);
- depthRegion = irbDepth->region;
- } else if (irbDepth && !irbDepth->region) {
- depthRegion = NULL;
- } else { /* !irbDepth */
- /* No fallback is needed because there is no depth buffer. */
- depthRegion = NULL;
- }
+ intel->NewGLState |= (_NEW_DEPTH | _NEW_STENCIL);
- /* 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);
- }
-
- /* 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.
+ /* The driver uses this in places that need to look up
+ * renderbuffers' buffer objects.
*/
- if (depthRegion == NULL && irbStencil && irbStencil->region
- && irbStencil->Base.Format == MESA_FORMAT_S8_Z24) {
- depthRegion = irbStencil->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);
- }
-
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;
-
- if (ctx->Driver.DepthRange)
- ctx->Driver.DepthRange(ctx,
- ctx->Viewport.Near,
- ctx->Viewport.Far);
+ /* update viewport/scissor since it depends on window size */
+ intel->NewGLState |= _NEW_VIEWPORT | _NEW_SCISSOR;
/* 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;
+ intel->NewGLState |= _NEW_POLYGON;
}
/**
brw->state_batch_count = 0;
+ /* Gen7 needs to track what the real transform feedback vertex count was at
+ * the start of the batch, since the kernel will be resetting the offset to
+ * 0.
+ */
+ brw->sol.offset_0_batch_start = brw->sol.svbi_0_starting_index;
+
brw->vb.nr_current_buffers = 0;
+ brw->ib.type = -1;
/* Mark that the current program cache BO has been used by the GPU.
* It will be reallocated if we need to put new programs in for the
static bool brw_is_hiz_depth_format(struct intel_context *intel,
gl_format format)
{
- /* In the future, this will support Z_FLOAT32. */
- return intel->has_hiz && (format == MESA_FORMAT_X8_Z24);
+ if (!intel->has_hiz)
+ return false;
+
+ switch (format) {
+ case MESA_FORMAT_Z32_FLOAT:
+ case MESA_FORMAT_Z32_FLOAT_X24S8:
+ case MESA_FORMAT_X8_Z24:
+ case MESA_FORMAT_S8_Z24:
+ return true;
+ default:
+ return false;
+ }
}
-
void brwInitVtbl( struct brw_context *brw )
{
brw->intel.vtbl.check_vertex_size = 0;
brw->intel.vtbl.debug_batch = brw_debug_batch;
brw->intel.vtbl.render_target_supported = brw_render_target_supported;
brw->intel.vtbl.is_hiz_depth_format = brw_is_hiz_depth_format;
+
+ if (brw->intel.has_hiz) {
+ brw->intel.vtbl.resolve_depth_slice = gen6_resolve_depth_slice;
+ brw->intel.vtbl.resolve_hiz_slice = gen6_resolve_hiz_slice;
+ }
+
+ if (brw->intel.gen >= 7) {
+ gen7_init_vtable_surface_functions(brw);
+ } else if (brw->intel.gen >= 4) {
+ gen4_init_vtable_surface_functions(brw);
+ }
}