X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;ds=sidebyside;f=src%2Fmesa%2Fdrivers%2Fdri%2Fintel%2Fintel_buffers.c;h=a52a07cd93aea3395f09e6536b308b6e6fc6dc0e;hb=424b1210d951c206e7c2fb8f2778acbd384eb247;hp=6b12d484d85b2232d132700c1dc9781a18dfe559;hpb=e128cc205e30540597ecd57849060a6bf4714d9f;p=mesa.git diff --git a/src/mesa/drivers/dri/intel/intel_buffers.c b/src/mesa/drivers/dri/intel/intel_buffers.c index 6b12d484d85..a52a07cd93a 100644 --- a/src/mesa/drivers/dri/intel/intel_buffers.c +++ b/src/mesa/drivers/dri/intel/intel_buffers.c @@ -28,45 +28,9 @@ #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; - - return GL_TRUE; -} +#include "main/framebuffer.h" +#include "main/renderbuffer.h" /** * Return pointer to current color drawing region, or NULL. @@ -96,42 +60,6 @@ intel_readbuf_region(struct intel_context *intel) 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; - } -} - - /** * Check if we're about to draw into the front color buffer. * If so, set the intel->front_buffer_dirty field to true. @@ -162,17 +90,40 @@ intel_check_front_buffer_rendering(struct intel_context *intel) * color buffers. */ void -intel_draw_buffer(GLcontext * ctx, struct gl_framebuffer *fb) +intel_draw_buffer(struct gl_context * ctx, struct gl_framebuffer *fb) { struct intel_context *intel = intel_context(ctx); 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. */ @@ -191,13 +142,17 @@ intel_draw_buffer(GLcontext * ctx, struct gl_framebuffer *fb) return; } - /* - * How many color buffers are we drawing into? + /* 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. */ - if (fb->_NumColorDrawBuffers == 0) { + if ((fb->Width > ctx->Const.MaxRenderbufferSize) + || (fb->Height > ctx->Const.MaxRenderbufferSize) + || (fb->_NumColorDrawBuffers == 0)) { /* writing to 0 */ colorRegions[0] = NULL; - intel->constant_cliprect = GL_TRUE; } else if (fb->_NumColorDrawBuffers > 1) { int i; @@ -207,34 +162,23 @@ intel_draw_buffer(GLcontext * ctx, struct gl_framebuffer *fb) 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. + * into. */ 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; + if (fb->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT) colorRegions[0] = intel_get_rb_region(fb, BUFFER_FRONT_LEFT); - } - else { - if (!intel->constant_cliprect && intel->front_cliprects) - intel_batchbuffer_flush(intel->batch); - intel->front_cliprects = GL_FALSE; + 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; - intel->constant_cliprect = GL_TRUE; } } @@ -245,47 +189,44 @@ intel_draw_buffer(GLcontext * ctx, struct gl_framebuffer *fb) 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 */ + /* Check for depth fallback. */ + if (irbDepth && irbDepth->region) { + assert(!fb_has_hiz || irbDepth->Base.Format != MESA_FORMAT_S8_Z24); + FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_FALSE); + depthRegion = irbDepth->region; + } else if (irbDepth && !irbDepth->region) { + FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_TRUE); + depthRegion = NULL; + } else { /* !irbDepth */ + /* No fallback is needed because there is no 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.Format == MESA_FORMAT_S8_Z24); - 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 ??? */ + /* 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); + FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_FALSE); + } else if (irbStencil && !irbStencil->region) { + FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_TRUE); + } else { /* !irbStencil */ + /* No fallback is needed because there is no stencil buffer. */ FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_FALSE); } + /* 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. + */ + if (depthRegion == NULL && irbStencil && irbStencil->region + && irbStencil->Base.Format == MESA_FORMAT_S8_Z24) { + depthRegion = irbStencil->region; + } + /* * Update depth and stencil test state */ @@ -301,17 +242,18 @@ intel_draw_buffer(GLcontext * ctx, struct gl_framebuffer *fb) * 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->NewGLState |= (_NEW_DEPTH | _NEW_STENCIL); } intel->vtbl.set_draw_region(intel, colorRegions, depthRegion, fb->_NumColorDrawBuffers); + intel->NewGLState |= _NEW_BUFFERS; /* update viewport since it depends on window size */ #ifdef I915 intelCalcViewport(ctx); #else - ctx->NewState |= _NEW_VIEWPORT; + intel->NewGLState |= _NEW_VIEWPORT; #endif /* Set state we know depends on drawable parameters: */ @@ -331,12 +273,12 @@ intel_draw_buffer(GLcontext * ctx, struct gl_framebuffer *fb) if (ctx->Driver.FrontFace) ctx->Driver.FrontFace(ctx, ctx->Polygon.FrontFace); else - ctx->NewState |= _NEW_POLYGON; + intel->NewGLState |= _NEW_POLYGON; } static void -intelDrawBuffer(GLcontext * ctx, GLenum mode) +intelDrawBuffer(struct gl_context * ctx, GLenum mode) { if ((ctx->DrawBuffer != NULL) && (ctx->DrawBuffer->Name == 0)) { struct intel_context *const intel = intel_context(ctx); @@ -346,13 +288,12 @@ intelDrawBuffer(GLcontext * ctx, GLenum mode) intel->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 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); @@ -360,7 +301,7 @@ intelDrawBuffer(GLcontext * ctx, GLenum mode) static void -intelReadBuffer(GLcontext * ctx, GLenum mode) +intelReadBuffer(struct gl_context * ctx, GLenum mode) { if ((ctx->DrawBuffer != NULL) && (ctx->DrawBuffer->Name == 0)) { struct intel_context *const intel = intel_context(ctx); @@ -370,26 +311,13 @@ intelReadBuffer(GLcontext * ctx, GLenum mode) 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 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. */ - if (!was_front_buffer_reading && intel->is_front_buffer_reading) { - intel_update_renderbuffers(intel->driContext, - intel->driContext->driDrawablePriv); - } + if (!was_front_buffer_reading && intel->is_front_buffer_reading) + dri2InvalidateDrawable(intel->driContext->driReadablePriv); } - - 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. - */ - intel_draw_buffer(ctx, ctx->DrawBuffer); - } - /* Generally, functions which read pixels (glReadPixels, glCopyPixels, etc) - * reference ctx->ReadBuffer and do appropriate state checks. - */ }