#include "intel_buffers.h"
#include "intel_bufmgr.h"
#include "intel_chipset.h"
-#include "intel_extensions.h"
#include "intel_fbo.h"
-#include "intel_regions.h"
#include "intel_screen.h"
-#include "intel_span.h"
#include "intel_tex.h"
#include "i915_drm.h"
-#include "i830_dri.h"
#define DRI_CONF_TEXTURE_TILING(def) \
DRI_CONF_OPT_BEGIN(texture_tiling, bool, def) \
{
struct intel_context *intel = drawable->driContextPriv->driverPrivate;
+ intel->using_dri2_swapbuffers = GL_TRUE;
+
intelDRI2Flush(drawable);
drawable->validBuffers = GL_FALSE;
- /* We're using FlushInvalidate as an indicator that a frame is
- * done. It's only called immediately after SwapBuffers, so it
- * won't affect front-buffer rendering or applications explicitly
- * managing swap regions using MESA_copy_buffer.
- *
- * Wait for the swapbuffers before the one we just emitted, so we don't
- * get too many swaps outstanding for apps that are GPU-heavy but not
- * CPU-heavy.
- *
- * Unfortunately, we don't have a handle to the batch containing the swap,
- * and getting our hands on that doesn't seem worth it, so we just use the
- * first batch we emitted after the last swap.
- */
- if (intel->first_post_swapbuffers_batch != NULL) {
- drm_intel_bo_wait_rendering(intel->first_post_swapbuffers_batch);
- drm_intel_bo_unreference(intel->first_post_swapbuffers_batch);
- intel->first_post_swapbuffers_batch = NULL;
- }
+ intel_update_renderbuffers(intel->driContext, drawable);
}
static const struct __DRI2flushExtensionRec intelFlushExtension = {
if (!fb)
return GL_FALSE;
- _mesa_initialize_framebuffer(fb, mesaVis);
+ _mesa_initialize_window_framebuffer(fb, mesaVis);
if (mesaVis->redBits == 5)
rgbFormat = MESA_FORMAT_RGB565;
intelScreen->irq_active = 1;
psp->extensions = intelScreenExtensions;
- depth_bits[0] = 0;
- stencil_bits[0] = 0;
- depth_bits[1] = 16;
- stencil_bits[1] = 0;
- depth_bits[2] = 24;
- stencil_bits[2] = 0;
- depth_bits[3] = 24;
- stencil_bits[3] = 8;
-
msaa_samples_array[0] = 0;
fb_format[0] = GL_RGB;
depth_bits[0] = 0;
stencil_bits[0] = 0;
+ /* Generate a rich set of useful configs that do not include an
+ * accumulation buffer.
+ */
for (color = 0; color < ARRAY_SIZE(fb_format); color++) {
__DRIconfig **new_configs;
int depth_factor;
- /* With DRI2 right now, GetBuffers always returns a depth/stencil buffer
- * with the same cpp as the drawable. So we can't support depth cpp !=
- * color cpp currently.
+ /* Starting with DRI2 protocol version 1.1 we can request a depth/stencil
+ * buffer that has a diffferent number of bits per pixel than the color
+ * buffer. This isn't yet supported here.
*/
if (fb_type[color] == GL_UNSIGNED_SHORT_5_6_5) {
depth_bits[1] = 16;
stencil_bits[1] = 0;
-
- depth_factor = 2;
} else {
depth_bits[1] = 24;
- stencil_bits[1] = 0;
- depth_bits[2] = 24;
- stencil_bits[2] = 8;
-
- depth_factor = 3;
+ stencil_bits[1] = 8;
}
+
+ depth_factor = 2;
+
new_configs = driCreateConfigs(fb_format[color], fb_type[color],
depth_bits,
stencil_bits,
back_buffer_modes,
ARRAY_SIZE(back_buffer_modes),
msaa_samples_array,
- ARRAY_SIZE(msaa_samples_array));
+ ARRAY_SIZE(msaa_samples_array),
+ GL_FALSE);
+ if (configs == NULL)
+ configs = new_configs;
+ else
+ configs = driConcatConfigs(configs, new_configs);
+ }
+
+ /* Generate the minimum possible set of configs that include an
+ * accumulation buffer.
+ */
+ for (color = 0; color < ARRAY_SIZE(fb_format); color++) {
+ __DRIconfig **new_configs;
+
+ if (fb_type[color] == GL_UNSIGNED_SHORT_5_6_5) {
+ depth_bits[0] = 16;
+ stencil_bits[0] = 0;
+ } else {
+ depth_bits[0] = 24;
+ stencil_bits[0] = 8;
+ }
+
+ new_configs = driCreateConfigs(fb_format[color], fb_type[color],
+ depth_bits, stencil_bits, 1,
+ back_buffer_modes + 1, 1,
+ msaa_samples_array, 1,
+ GL_TRUE);
if (configs == NULL)
configs = new_configs;
else