#include "main/context.h"
#include "main/teximage.h"
#include "main/image.h"
+#include "main/hash_table.h"
+#include "main/set.h"
+#include "main/condrender.h"
#include "swrast/swrast.h"
#include "drivers/common/meta.h"
return quantized_samples;
}
-
-/**
- * Called via glRenderbufferStorageEXT() to set the format and allocate
- * storage for a user-created renderbuffer.
- */
-static GLboolean
-intel_alloc_renderbuffer_storage(struct gl_context * ctx, struct gl_renderbuffer *rb,
- GLenum internalFormat,
- GLuint width, GLuint height)
+static mesa_format
+intel_renderbuffer_format(struct gl_context * ctx, GLenum internalFormat)
{
struct brw_context *brw = brw_context(ctx);
- struct intel_screen *screen = brw->intelScreen;
- struct intel_renderbuffer *irb = intel_renderbuffer(rb);
- rb->NumSamples = intel_quantize_num_samples(screen, rb->NumSamples);
switch (internalFormat) {
default:
* except they're less useful because you can't texture with
* them.
*/
- rb->Format = ctx->Driver.ChooseTextureFormat(ctx, GL_TEXTURE_2D,
- internalFormat,
- GL_NONE, GL_NONE);
+ return ctx->Driver.ChooseTextureFormat(ctx, GL_TEXTURE_2D,
+ internalFormat,
+ GL_NONE, GL_NONE);
break;
case GL_STENCIL_INDEX:
case GL_STENCIL_INDEX1_EXT:
case GL_STENCIL_INDEX16_EXT:
/* These aren't actual texture formats, so force them here. */
if (brw->has_separate_stencil) {
- rb->Format = MESA_FORMAT_S_UINT8;
+ return MESA_FORMAT_S_UINT8;
} else {
assert(!brw->must_use_separate_stencil);
- rb->Format = MESA_FORMAT_Z24_UNORM_S8_UINT;
+ return MESA_FORMAT_Z24_UNORM_S8_UINT;
}
- break;
}
+}
+static GLboolean
+intel_alloc_private_renderbuffer_storage(struct gl_context * ctx, struct gl_renderbuffer *rb,
+ GLenum internalFormat,
+ GLuint width, GLuint height)
+{
+ struct brw_context *brw = brw_context(ctx);
+ struct intel_screen *screen = brw->intelScreen;
+ struct intel_renderbuffer *irb = intel_renderbuffer(rb);
+
+ assert(rb->Format != MESA_FORMAT_NONE);
+
+ rb->NumSamples = intel_quantize_num_samples(screen, rb->NumSamples);
rb->Width = width;
rb->Height = height;
rb->_BaseFormat = _mesa_base_fbo_format(ctx, internalFormat);
if (!irb->mt)
return false;
+ irb->layer_count = 1;
+
return true;
}
+/**
+ * Called via glRenderbufferStorageEXT() to set the format and allocate
+ * storage for a user-created renderbuffer.
+ */
+static GLboolean
+intel_alloc_renderbuffer_storage(struct gl_context * ctx, struct gl_renderbuffer *rb,
+ GLenum internalFormat,
+ GLuint width, GLuint height)
+{
+ rb->Format = intel_renderbuffer_format(ctx, internalFormat);
+ return intel_alloc_private_renderbuffer_storage(ctx, rb, internalFormat, width, height);
+}
static void
intel_image_target_renderbuffer_storage(struct gl_context *ctx,
irb = intel_renderbuffer(rb);
intel_miptree_release(&irb->mt);
irb->mt = intel_miptree_create_for_bo(brw,
- image->region->bo,
+ image->bo,
image->format,
image->offset,
- image->region->width,
- image->region->height,
- image->region->pitch,
- image->region->tiling);
+ image->width,
+ image->height,
+ image->pitch);
if (!irb->mt)
return;
rb->InternalFormat = image->internal_format;
- rb->Width = image->region->width;
- rb->Height = image->region->height;
+ rb->Width = image->width;
+ rb->Height = image->height;
rb->Format = image->format;
rb->_BaseFormat = _mesa_base_fbo_format(ctx, image->internal_format);
rb->NeedsFinishRenderTexture = true;
+ irb->layer_count = 1;
}
/**
}
rb = &irb->Base.Base;
+ irb->layer_count = 1;
_mesa_init_renderbuffer(rb, 0);
rb->ClassID = INTEL_RB_CLASS;
struct intel_renderbuffer *irb;
irb = intel_create_renderbuffer(format, num_samples);
- irb->Base.Base.AllocStorage = intel_alloc_renderbuffer_storage;
+ irb->Base.Base.AllocStorage = intel_alloc_private_renderbuffer_storage;
return irb;
}
static bool
intel_renderbuffer_update_wrapper(struct brw_context *brw,
struct intel_renderbuffer *irb,
- struct gl_texture_image *image,
- uint32_t layer)
+ struct gl_texture_image *image,
+ uint32_t layer,
+ bool layered)
{
struct gl_renderbuffer *rb = &irb->Base.Base;
struct intel_texture_image *intel_image = intel_texture_image(image);
rb->AllocStorage = intel_nop_alloc_storage;
+ /* adjust for texture view parameters */
+ layer += image->TexObject->MinLayer;
+ level += image->TexObject->MinLevel;
+
intel_miptree_check_level_layer(mt, level, layer);
irb->mt_level = level;
+ int layer_multiplier;
switch (mt->msaa_layout) {
case INTEL_MSAA_LAYOUT_UMS:
case INTEL_MSAA_LAYOUT_CMS:
- irb->mt_layer = layer * mt->num_samples;
+ layer_multiplier = mt->num_samples;
break;
default:
- irb->mt_layer = layer;
+ layer_multiplier = 1;
+ }
+
+ irb->mt_layer = layer_multiplier * layer;
+
+ if (layered) {
+ irb->layer_count = image->TexObject->NumLayers ?: mt->level[level].depth / layer_multiplier;
+ } else {
+ irb->layer_count = 1;
}
intel_miptree_reference(&irb->mt, mt);
intel_miptree_check_level_layer(mt, att->TextureLevel, layer);
- if (!intel_renderbuffer_update_wrapper(brw, irb, image, layer)) {
+ if (!intel_renderbuffer_update_wrapper(brw, irb, image, layer, att->Layered)) {
_swrast_render_texture(ctx, fb, att);
return;
}
}
-/**
- * Called by Mesa when rendering to a texture is done.
- */
-static void
-intel_finish_render_texture(struct gl_context * ctx, struct gl_renderbuffer *rb)
-{
- struct brw_context *brw = brw_context(ctx);
-
- DBG("Finish render %s texture\n", _mesa_get_format_name(rb->Format));
-
- /* Since we've (probably) rendered to the texture and will (likely) use
- * it in the texture domain later on in this batchbuffer, flush the
- * batch. Once again, we wish for a domain tracker in libdrm to cover
- * usage inside of a batchbuffer like GEM does in the kernel.
- */
- intel_batchbuffer_emit_mi_flush(brw);
-}
-
#define fbo_incomplete(fb, ...) do { \
static GLuint msg_id = 0; \
if (unlikely(ctx->Const.ContextFlags & GL_CONTEXT_FLAG_DEBUG_BIT)) { \
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
GLbitfield mask, GLenum filter)
{
+ /* Page 679 of OpenGL 4.4 spec says:
+ * "Added BlitFramebuffer to commands affected by conditional rendering in
+ * section 10.10 (Bug 9562)."
+ */
+ if (!_mesa_check_conditional_render(ctx))
+ return;
+
mask = brw_blorp_framebuffer(brw_context(ctx),
srcX0, srcY0, srcX1, srcY1,
dstX0, dstY0, dstX1, dstY1,
intel_miptree_release(&new_mt);
}
+void
+brw_render_cache_set_clear(struct brw_context *brw)
+{
+ struct set_entry *entry;
+
+ set_foreach(brw->render_cache, entry) {
+ _mesa_set_remove(brw->render_cache, entry);
+ }
+}
+
+void
+brw_render_cache_set_add_bo(struct brw_context *brw, drm_intel_bo *bo)
+{
+ _mesa_set_add(brw->render_cache, _mesa_hash_pointer(bo), bo);
+}
+
+/**
+ * Emits an appropriate flush for a BO if it has been rendered to within the
+ * same batchbuffer as a read that's about to be emitted.
+ *
+ * The GPU has separate, incoherent caches for the render cache and the
+ * sampler cache, along with other caches. Usually data in the different
+ * caches don't interact (e.g. we don't render to our driver-generated
+ * immediate constant data), but for render-to-texture in FBOs we definitely
+ * do. When a batchbuffer is flushed, the kernel will ensure that everything
+ * necessary is flushed before another use of that BO, but for reuse from
+ * different caches within a batchbuffer, it's all our responsibility.
+ */
+void
+brw_render_cache_set_check_flush(struct brw_context *brw, drm_intel_bo *bo)
+{
+ if (!_mesa_set_search(brw->render_cache, _mesa_hash_pointer(bo), bo))
+ return;
+
+ intel_batchbuffer_emit_mi_flush(brw);
+}
+
/**
* Do one-time context initializations related to GL_EXT_framebuffer_object.
* Hook in device driver functions.
dd->MapRenderbuffer = intel_map_renderbuffer;
dd->UnmapRenderbuffer = intel_unmap_renderbuffer;
dd->RenderTexture = intel_render_texture;
- dd->FinishRenderTexture = intel_finish_render_texture;
dd->ValidateFramebuffer = intel_validate_framebuffer;
dd->BlitFramebuffer = intel_blit_framebuffer;
dd->EGLImageTargetRenderbufferStorage =
intel_image_target_renderbuffer_storage;
+
+ brw->render_cache = _mesa_set_create(brw, _mesa_key_pointer_equal);
}