#include "main/bufferobj.h"
#include "main/buffers.h"
#include "main/depth.h"
+#include "main/polygon.h"
#include "main/shaders.h"
#include "main/texstate.h"
#include "main/varray.h"
unsigned int *num_cliprects,
int *x_off, int *y_off)
{
- __DRIdrawablePrivate *dPriv = radeon->dri.drawable;
+ __DRIdrawablePrivate *dPriv = radeon_get_drawable(radeon);
struct radeon_framebuffer *rfb = dPriv->driverPrivate;
if (radeon->constant_cliprect) {
*/
void radeonSetCliprects(radeonContextPtr radeon)
{
- __DRIdrawablePrivate *const drawable = radeon->dri.drawable;
- __DRIdrawablePrivate *const readable = radeon->dri.readable;
+ __DRIdrawablePrivate *const drawable = radeon_get_drawable(radeon);
+ __DRIdrawablePrivate *const readable = radeon_get_readable(radeon);
struct radeon_framebuffer *const draw_rfb = drawable->driverPrivate;
struct radeon_framebuffer *const read_rfb = readable->driverPrivate;
int x_off, y_off;
radeon_get_cliprects(radeon, &radeon->pClipRects,
&radeon->numClipRects, &x_off, &y_off);
-
+
if ((draw_rfb->base.Width != drawable->w) ||
(draw_rfb->base.Height != drawable->h)) {
_mesa_resize_framebuffer(radeon->glCtx, &draw_rfb->base,
{
radeonContextPtr rmesa = RADEON_CONTEXT(ctx);
- if ( rmesa->dri.drawable ) {
- __DRIdrawablePrivate *dPriv = rmesa->dri.drawable;
-
+ if ( radeon_get_drawable(rmesa) ) {
+ __DRIdrawablePrivate *dPriv = radeon_get_drawable(rmesa);
+
int x = ctx->Scissor.X;
int y = dPriv->h - ctx->Scissor.Y - ctx->Scissor.Height;
int w = ctx->Scissor.X + ctx->Scissor.Width - 1;
radeonContextPtr rmesa;
struct radeon_framebuffer *rfb;
GLint nbox, i, ret;
-
+
assert(dPriv);
assert(dPriv->driContextPriv);
assert(dPriv->driContextPriv->driverPrivate);
-
+
rmesa = (radeonContextPtr) dPriv->driContextPriv->driverPrivate;
LOCK_HARDWARE(rmesa);
UNLOCK_HARDWARE(rmesa);
driWaitForVBlank(dPriv, missed_target);
-
+
return 0;
}
radeon->sarea->nbox = 1;
ret = drmCommandNone( radeon->dri.fd, DRM_RADEON_FLIP );
-
+
UNLOCK_HARDWARE(radeon);
if ( ret ) {
struct radeon_renderbuffer *rrbDepth = NULL, *rrbStencil = NULL,
*rrbColor = NULL;
uint32_t offset = 0;
-
+
if (!fb) {
/* this can happen during the initial context initialization */
radeon->vtbl.fallback(ctx, RADEON_FALLBACK_DRAW_BUFFER, GL_TRUE);
return;
}
-
+
/* Do this here, note core Mesa, since this function is called from
* many places within the driver.
*/
if (fb->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT) {
rrbColor = radeon_renderbuffer(fb->Attachment[BUFFER_FRONT_LEFT].Renderbuffer);
radeon->front_cliprects = GL_TRUE;
+ radeon->front_buffer_dirty = GL_TRUE;
} else {
rrbColor = radeon_renderbuffer(fb->Attachment[BUFFER_BACK_LEFT].Renderbuffer);
radeon->front_cliprects = GL_FALSE;
ctx->Driver.FrontFace(ctx, ctx->Polygon.FrontFace);
else
ctx->NewState |= _NEW_POLYGON;
-
+
/*
* Update depth test state
*/
if (ctx->Driver.Enable) {
ctx->Driver.Enable(ctx, GL_DEPTH_TEST,
(ctx->Depth.Test && fb->Visual.depthBits > 0));
+ /* Need to update the derived ctx->Stencil._Enabled first */
+ _mesa_update_stencil(ctx);
ctx->Driver.Enable(ctx, GL_STENCIL_TEST,
(ctx->Stencil._Enabled && fb->Visual.stencilBits > 0));
} else {
ctx->NewState |= (_NEW_DEPTH | _NEW_STENCIL);
}
-
- radeon->state.depth.rrb = rrbDepth;
- radeon->state.color.rrb = rrbColor;
+
+ _mesa_reference_renderbuffer(&radeon->state.depth.rb, &rrbDepth->base);
+ _mesa_reference_renderbuffer(&radeon->state.color.rb, &rrbColor->base);
radeon->state.color.draw_offset = offset;
#if 0
ctx->Driver.Viewport(ctx, ctx->Viewport.X, ctx->Viewport.Y,
ctx->Viewport.Width, ctx->Viewport.Height);
} else {
-
+
}
#endif
ctx->NewState |= _NEW_VIEWPORT;
/* 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);
+ radeonUpdateScissor(ctx);
radeon->NewGLState |= _NEW_SCISSOR;
if (ctx->Driver.DepthRange)
if (RADEON_DEBUG & DEBUG_DRI)
fprintf(stderr, "%s %s\n", __FUNCTION__,
_mesa_lookup_enum_by_nr( mode ));
-
+
+ if (ctx->DrawBuffer->Name == 0) {
+ radeonContextPtr radeon = RADEON_CONTEXT(ctx);
+
+ const GLboolean was_front_buffer_rendering =
+ radeon->is_front_buffer_rendering;
+
+ radeon->is_front_buffer_rendering = (mode == GL_FRONT_LEFT) ||
+ (mode == GL_FRONT);
+
+ /* If we weren't front-buffer rendering before but we are now, make sure
+ * that the front-buffer has actually been allocated.
+ */
+ if (!was_front_buffer_rendering && radeon->is_front_buffer_rendering) {
+ radeon_update_renderbuffers(radeon->dri.context,
+ radeon->dri.context->driDrawablePriv);
+ }
+ }
+
radeon_draw_buffer(ctx, ctx->DrawBuffer);
}
*/
void radeonUpdatePageFlipping(radeonContextPtr radeon)
{
- struct radeon_framebuffer *rfb = radeon->dri.drawable->driverPrivate;
+ struct radeon_framebuffer *rfb = radeon_get_drawable(radeon)->driverPrivate;
rfb->pf_active = radeon->sarea->pfState;
rfb->pf_current_page = radeon->sarea->pfCurrentPage;
old_viewport = ctx->Driver.Viewport;
ctx->Driver.Viewport = NULL;
- radeon->dri.drawable = driContext->driDrawablePriv;
radeon_window_moved(radeon);
radeon_draw_buffer(ctx, radeon->glCtx->DrawBuffer);
ctx->Driver.Viewport = old_viewport;
}
}
}
-
+
COMMIT_BATCH();
}
if (ret == RADEON_CS_SPACE_OP_TO_BIG)
return GL_FALSE;
if (ret == RADEON_CS_SPACE_FLUSH) {
- radeonFlush(ctx);
+ ctx->Driver.Flush(ctx); /* +r6/r7 */
if (flushed)
return GL_FALSE;
flushed = 1;
if (!radeon->cmdbuf.cs->cdw) {
if (RADEON_DEBUG & DEBUG_STATE)
fprintf(stderr, "Begin reemit state\n");
-
+
radeonEmitAtoms(radeon, GL_FALSE);
}
radeon->dma.flush( ctx );
radeonEmitState(radeon);
-
+
if (radeon->cmdbuf.cs->cdw)
rcommonFlushCmdBuf(radeon, __FUNCTION__);
+
+ if ((ctx->DrawBuffer->Name == 0) && radeon->front_buffer_dirty) {
+ __DRIscreen *const screen = radeon->radeonScreen->driScreen;
+
+ if (screen->dri2.loader && (screen->dri2.loader->base.version >= 2)
+ && (screen->dri2.loader->flushFrontBuffer != NULL)) {
+ __DRIdrawablePrivate * drawable = radeon_get_drawable(radeon);
+ (*screen->dri2.loader->flushFrontBuffer)(drawable, drawable->loaderPrivate);
+
+ /* Only clear the dirty bit if front-buffer rendering is no longer
+ * enabled. This is done so that the dirty bit can only be set in
+ * glDrawBuffer. Otherwise the dirty bit would have to be set at
+ * each of N places that do rendering. This has worse performances,
+ * but it is much easier to get correct.
+ */
+ if (radeon->is_front_buffer_rendering) {
+ radeon->front_buffer_dirty = GL_FALSE;
+ }
+ }
+ }
}
/* Make sure all commands have been sent to the hardware and have
struct gl_framebuffer *fb = ctx->DrawBuffer;
int i;
- radeonFlush(ctx);
+ ctx->Driver.Flush(ctx); /* +r6/r7 */
if (radeon->radeonScreen->kernel_mm) {
for (i = 0; i < fb->_NumColorDrawBuffers; i++) {
int ret;
radeonReleaseDmaRegion(rmesa);
-
+
LOCK_HARDWARE(rmesa);
ret = rcommonFlushCmdBufLocked(rmesa, caller);
UNLOCK_HARDWARE(rmesa);
rmesa->cmdbuf.cs = radeon_cs_create(rmesa->cmdbuf.csm, size);
assert(rmesa->cmdbuf.cs != NULL);
rmesa->cmdbuf.size = size;
-
+
if (!rmesa->radeonScreen->kernel_mm) {
radeon_cs_set_limit(rmesa->cmdbuf.cs, RADEON_GEM_DOMAIN_VRAM, rmesa->radeonScreen->texSize[0]);
radeon_cs_set_limit(rmesa->cmdbuf.cs, RADEON_GEM_DOMAIN_GTT, rmesa->radeonScreen->gartTextures.size);
unsigned int saved_active_texture;
assert((mask & ~(TRI_CLEAR_COLOR_BITS | BUFFER_BIT_DEPTH |
- BUFFER_BIT_STENCIL)) == 0);
+ BUFFER_BIT_STENCIL)) == 0);
_mesa_PushAttrib(GL_COLOR_BUFFER_BIT |
GL_CURRENT_BIT |
GL_CURRENT_BIT);
_mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
saved_active_texture = ctx->Texture.CurrentUnit;
-
+
/* Disable existing GL state we don't want to apply to a clear. */
_mesa_Disable(GL_ALPHA_TEST);
_mesa_Disable(GL_BLEND);
saved_shader_program = ctx->Shader.CurrentProgram->Name;
_mesa_UseProgramObjectARB(0);
}
-
+
if (ctx->Texture._EnabledUnits != 0) {
int i;
-
+
for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
_mesa_ActiveTextureARB(GL_TEXTURE0 + i);
_mesa_Disable(GL_TEXTURE_1D);
}
}
}
-
+
#if FEATURE_ARB_vertex_buffer_object
_mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
_mesa_BindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
#endif
radeon_meta_set_passthrough_transform(rmesa);
-
+
for (i = 0; i < 4; i++) {
color[i][0] = ctx->Color.ClearColor[0];
color[i][1] = ctx->Color.ClearColor[1];