#include "intel_context.h"
#include "intel_buffers.h"
#include "intel_fbo.h"
-#include "intel_regions.h"
-#include "intel_batchbuffer.h"
-#include "main/framebuffer.h"
-#include "drirenderbuffer.h"
-
-
-/**
- * XXX move this into a new dri/common/cliprects.c file.
- */
-GLboolean
-intel_intersect_cliprects(drm_clip_rect_t * dst,
- const drm_clip_rect_t * a,
- const drm_clip_rect_t * b)
-{
- GLint bx = b->x1;
- GLint by = b->y1;
- GLint bw = b->x2 - bx;
- GLint bh = b->y2 - by;
-
- if (bx < a->x1)
- bw -= a->x1 - bx, bx = a->x1;
- if (by < a->y1)
- bh -= a->y1 - by, by = a->y1;
- if (bx + bw > a->x2)
- bw = a->x2 - bx;
- if (by + bh > a->y2)
- bh = a->y2 - by;
- if (bw <= 0)
- return GL_FALSE;
- if (bh <= 0)
- return GL_FALSE;
-
- dst->x1 = bx;
- dst->y1 = by;
- dst->x2 = bx + bw;
- dst->y2 = by + bh;
+#include "intel_mipmap_tree.h"
- return GL_TRUE;
-}
+#include "main/fbobject.h"
+#include "main/framebuffer.h"
+#include "main/renderbuffer.h"
/**
* Return pointer to current color drawing region, or NULL.
{
struct intel_renderbuffer *irbColor =
intel_renderbuffer(intel->ctx.DrawBuffer->_ColorDrawBuffers[0]);
- if (irbColor)
- return irbColor->region;
+ if (irbColor && irbColor->mt)
+ return irbColor->mt->region;
else
return NULL;
}
{
struct intel_renderbuffer *irb
= intel_renderbuffer(intel->ctx.ReadBuffer->_ColorReadBuffer);
- if (irb)
- return irb->region;
+ if (irb && irb->mt)
+ return irb->mt->region;
else
return NULL;
}
-void
-intel_get_cliprects(struct intel_context *intel,
- struct drm_clip_rect **cliprects,
- unsigned int *num_cliprects,
- int *x_off, int *y_off)
-{
- __DRIdrawablePrivate *dPriv = intel->driDrawable;
-
- if (intel->constant_cliprect) {
- /* FBO or DRI2 rendering, which can just use the fb's size. */
- intel->fboRect.x1 = 0;
- intel->fboRect.y1 = 0;
- intel->fboRect.x2 = intel->ctx.DrawBuffer->Width;
- intel->fboRect.y2 = intel->ctx.DrawBuffer->Height;
-
- *cliprects = &intel->fboRect;
- *num_cliprects = 1;
- *x_off = 0;
- *y_off = 0;
- } else if (intel->front_cliprects || dPriv->numBackClipRects == 0) {
- /* use the front clip rects */
- *cliprects = dPriv->pClipRects;
- *num_cliprects = dPriv->numClipRects;
- *x_off = dPriv->x;
- *y_off = dPriv->y;
- }
- else {
- /* use the back clip rects */
- *num_cliprects = dPriv->numBackClipRects;
- *cliprects = dPriv->pBackClipRects;
- *x_off = dPriv->backX;
- *y_off = dPriv->backY;
- }
-}
-
-
/**
- * 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.
+ * Check if we're about to draw into the front color buffer.
+ * If so, set the intel->front_buffer_dirty field to true.
*/
void
-intel_draw_buffer(GLcontext * ctx, struct gl_framebuffer *fb)
+intel_check_front_buffer_rendering(struct intel_context *intel)
{
- struct intel_context *intel = intel_context(ctx);
- struct intel_region *colorRegions[MAX_DRAW_BUFFERS], *depthRegion = NULL;
- struct intel_renderbuffer *irbDepth = NULL, *irbStencil = NULL;
-
- if (!fb) {
- /* this can happen during the initial context initialization */
- return;
- }
-
- /* 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 (fb->_NumColorDrawBuffers == 0) {
- /* writing to 0 */
- colorRegions[0] = NULL;
- intel->constant_cliprect = GL_TRUE;
- }
- 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;
- }
- intel->constant_cliprect = GL_TRUE;
- }
- else {
- /* Get the intel_renderbuffer for the single colorbuffer we're drawing
- * into, and set up cliprects if it's a DRI1 window front buffer.
- */
- if (fb->Name == 0) {
- intel->constant_cliprect = intel->driScreen->dri2.enabled;
- /* drawing to window system buffer */
- if (fb->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT) {
- if (!intel->constant_cliprect && !intel->front_cliprects)
- intel_batchbuffer_flush(intel->batch);
- intel->front_cliprects = GL_TRUE;
- colorRegions[0] = intel_get_rb_region(fb, BUFFER_FRONT_LEFT);
-
- intel->front_buffer_dirty = GL_TRUE;
+ const struct gl_framebuffer *fb = intel->ctx.DrawBuffer;
+ if (_mesa_is_winsys_fbo(fb)) {
+ /* drawing to window system buffer */
+ if (fb->_NumColorDrawBuffers > 0) {
+ if (fb->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT) {
+ intel->front_buffer_dirty = true;
}
- else {
- if (!intel->constant_cliprect && intel->front_cliprects)
- intel_batchbuffer_flush(intel->batch);
- intel->front_cliprects = GL_FALSE;
- 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;
- intel->constant_cliprect = GL_TRUE;
- }
- }
-
- if (!colorRegions[0]) {
- FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, GL_TRUE);
- }
- else {
- FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, GL_FALSE);
- }
-
- /***
- *** Get depth buffer region and check if we need a software fallback.
- *** Note that the depth buffer is usually a DEPTH_STENCIL buffer.
- ***/
- if (fb->_DepthBuffer && fb->_DepthBuffer->Wrapped) {
- irbDepth = intel_renderbuffer(fb->_DepthBuffer->Wrapped);
- if (irbDepth && irbDepth->region) {
- FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_FALSE);
- depthRegion = irbDepth->region;
- }
- else {
- FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_TRUE);
- depthRegion = NULL;
- }
- }
- else {
- /* not using depth buffer */
- FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_FALSE);
- depthRegion = NULL;
- }
-
- /***
- *** Stencil buffer
- *** This can only be hardware accelerated if we're using a
- *** combined DEPTH_STENCIL buffer.
- ***/
- if (fb->_StencilBuffer && fb->_StencilBuffer->Wrapped) {
- irbStencil = intel_renderbuffer(fb->_StencilBuffer->Wrapped);
- if (irbStencil && irbStencil->region) {
- ASSERT(irbStencil->Base._ActualFormat == GL_DEPTH24_STENCIL8_EXT);
- FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_FALSE);
- }
- else {
- FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_TRUE);
}
}
- else {
- /* XXX FBO: instead of FALSE, pass ctx->Stencil._Enabled ??? */
- FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_FALSE);
- }
-
- /*
- * 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.
- */
- ctx->NewState |= (_NEW_DEPTH | _NEW_STENCIL);
- }
-
- intel->vtbl.set_draw_region(intel, colorRegions, depthRegion,
- fb->_NumColorDrawBuffers);
-
- /* update viewport since it depends on window size */
-#ifdef I915
- intelCalcViewport(ctx);
-#else
- ctx->NewState |= _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 culling direction which changes depending on the
- * orientation of the buffer:
- */
- if (ctx->Driver.FrontFace)
- ctx->Driver.FrontFace(ctx, ctx->Polygon.FrontFace);
- else
- ctx->NewState |= _NEW_POLYGON;
}
-
static void
-intelDrawBuffer(GLcontext * ctx, GLenum mode)
+intelDrawBuffer(struct gl_context * ctx, GLenum mode)
{
- if ((ctx->DrawBuffer != NULL) && (ctx->DrawBuffer->Name == 0)) {
+ if (ctx->DrawBuffer && _mesa_is_winsys_fbo(ctx->DrawBuffer)) {
struct intel_context *const intel = intel_context(ctx);
- const GLboolean was_front_buffer_rendering =
+ const bool was_front_buffer_rendering =
intel->is_front_buffer_rendering;
intel->is_front_buffer_rendering = (mode == GL_FRONT_LEFT)
- || (mode == GL_FRONT);
+ || (mode == GL_FRONT) || (mode == GL_FRONT_AND_BACK);
- /* If we weren't front-buffer rendering before but we are now, make sure
- * that the front-buffer has actually been allocated.
+ /* If we weren't front-buffer rendering before but we are now,
+ * invalidate our DRI drawable so we'll ask for new buffers
+ * (including the fake front) before we start rendering again.
*/
- if (!was_front_buffer_rendering && intel->is_front_buffer_rendering) {
- intel_update_renderbuffers(intel->driContext,
- intel->driContext->driDrawablePriv);
- }
+ if (!was_front_buffer_rendering && intel->is_front_buffer_rendering)
+ dri2InvalidateDrawable(intel->driContext->driDrawablePriv);
}
- intel_draw_buffer(ctx, ctx->DrawBuffer);
+ intel_draw_buffer(ctx);
}
static void
-intelReadBuffer(GLcontext * ctx, GLenum mode)
+intelReadBuffer(struct gl_context * ctx, GLenum mode)
{
- if ((ctx->DrawBuffer != NULL) && (ctx->DrawBuffer->Name == 0)) {
+ if (ctx->DrawBuffer && _mesa_is_winsys_fbo(ctx->DrawBuffer)) {
struct intel_context *const intel = intel_context(ctx);
- const GLboolean was_front_buffer_reading =
+ const bool was_front_buffer_reading =
intel->is_front_buffer_reading;
intel->is_front_buffer_reading = (mode == GL_FRONT_LEFT)
|| (mode == GL_FRONT);
- /* If we weren't front-buffer reading before but we are now, make sure
- * that the front-buffer has actually been allocated.
- */
- if (!was_front_buffer_reading && intel->is_front_buffer_reading) {
- intel_update_renderbuffers(intel->driContext,
- intel->driContext->driDrawablePriv);
- }
- }
-
- if (ctx->ReadBuffer == ctx->DrawBuffer) {
- /* This will update FBO completeness status.
- * A framebuffer will be incomplete if the GL_READ_BUFFER setting
- * refers to a missing renderbuffer. Calling glReadBuffer can set
- * that straight and can make the drawing buffer complete.
+ /* If we weren't front-buffer reading before but we are now,
+ * invalidate our DRI drawable so we'll ask for new buffers
+ * (including the fake front) before we start reading again.
*/
- intel_draw_buffer(ctx, ctx->DrawBuffer);
+ if (!was_front_buffer_reading && intel->is_front_buffer_reading)
+ dri2InvalidateDrawable(intel->driContext->driReadablePriv);
}
- /* Generally, functions which read pixels (glReadPixels, glCopyPixels, etc)
- * reference ctx->ReadBuffer and do appropriate state checks.
- */
}