The layer coming from GS needs to be clamped (not sure if that's actually
the correct error behavior but we need something) as the number can be higher
than the amount of layers in the fb. However, this code was using the layer
calculation from the scene, and this was actually calculated in
lp_scene_begin_rasterization() hence too late (so setup was using the value
from the _previous_ scene or just zero if it was the first scene).
Since the value is used in both rasterization and setup, move calculation up
to lp_scene_begin_binning() though it's a bit more inconvenient to calculate
there. (Theoretically could move _all_ code which was in
lp_scene_begin_rasterization() to there, because ever since we got rid of
swizzled render/depth buffers our "map" functions preparing the fb data for
render don't actually change the data in there at all, but it feels like
it would be a hack.)
v2: improve comments
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
{
const struct pipe_framebuffer_state *fb = &scene->fb;
int i;
{
const struct pipe_framebuffer_state *fb = &scene->fb;
int i;
- unsigned max_layer = ~0;
//LP_DBG(DEBUG_RAST, "%s\n", __FUNCTION__);
//LP_DBG(DEBUG_RAST, "%s\n", __FUNCTION__);
cbuf->u.tex.level);
scene->cbufs[i].layer_stride = llvmpipe_layer_stride(cbuf->texture,
cbuf->u.tex.level);
cbuf->u.tex.level);
scene->cbufs[i].layer_stride = llvmpipe_layer_stride(cbuf->texture,
cbuf->u.tex.level);
- max_layer = MIN2(max_layer, cbuf->u.tex.last_layer - cbuf->u.tex.first_layer);
scene->cbufs[i].map = llvmpipe_resource_map(cbuf->texture,
cbuf->u.tex.level,
scene->cbufs[i].map = llvmpipe_resource_map(cbuf->texture,
cbuf->u.tex.level,
struct llvmpipe_resource *lpr = llvmpipe_resource(cbuf->texture);
unsigned pixstride = util_format_get_blocksize(cbuf->format);
scene->cbufs[i].stride = cbuf->texture->width0;
struct llvmpipe_resource *lpr = llvmpipe_resource(cbuf->texture);
unsigned pixstride = util_format_get_blocksize(cbuf->format);
scene->cbufs[i].stride = cbuf->texture->width0;
scene->cbufs[i].map = lpr->data;
scene->cbufs[i].map += cbuf->u.buf.first_element * pixstride;
scene->cbufs[i].map = lpr->data;
scene->cbufs[i].map += cbuf->u.buf.first_element * pixstride;
struct pipe_surface *zsbuf = scene->fb.zsbuf;
scene->zsbuf.stride = llvmpipe_resource_stride(zsbuf->texture, zsbuf->u.tex.level);
scene->zsbuf.layer_stride = llvmpipe_layer_stride(zsbuf->texture, zsbuf->u.tex.level);
struct pipe_surface *zsbuf = scene->fb.zsbuf;
scene->zsbuf.stride = llvmpipe_resource_stride(zsbuf->texture, zsbuf->u.tex.level);
scene->zsbuf.layer_stride = llvmpipe_layer_stride(zsbuf->texture, zsbuf->u.tex.level);
- max_layer = MIN2(max_layer, zsbuf->u.tex.last_layer - zsbuf->u.tex.first_layer);
scene->zsbuf.map = llvmpipe_resource_map(zsbuf->texture,
zsbuf->u.tex.level,
zsbuf->u.tex.first_layer,
LP_TEX_USAGE_READ_WRITE);
}
scene->zsbuf.map = llvmpipe_resource_map(zsbuf->texture,
zsbuf->u.tex.level,
zsbuf->u.tex.first_layer,
LP_TEX_USAGE_READ_WRITE);
}
-
- scene->fb_max_layer = max_layer;
void lp_scene_begin_binning( struct lp_scene *scene,
struct pipe_framebuffer_state *fb, boolean discard )
{
void lp_scene_begin_binning( struct lp_scene *scene,
struct pipe_framebuffer_state *fb, boolean discard )
{
+ int i;
+ unsigned max_layer = ~0;
+
assert(lp_scene_is_empty(scene));
scene->discard = discard;
assert(lp_scene_is_empty(scene));
scene->discard = discard;
scene->tiles_x = align(fb->width, TILE_SIZE) / TILE_SIZE;
scene->tiles_y = align(fb->height, TILE_SIZE) / TILE_SIZE;
scene->tiles_x = align(fb->width, TILE_SIZE) / TILE_SIZE;
scene->tiles_y = align(fb->height, TILE_SIZE) / TILE_SIZE;
assert(scene->tiles_x <= TILES_X);
assert(scene->tiles_y <= TILES_Y);
assert(scene->tiles_x <= TILES_X);
assert(scene->tiles_y <= TILES_Y);
+
+ /*
+ * Determine how many layers the fb has (used for clamping layer value).
+ * OpenGL (but not d3d10) permits different amount of layers per rt, however
+ * results are undefined if layer exceeds the amount of layers of ANY
+ * attachment hence don't need separate per cbuf and zsbuf max.
+ */
+ for (i = 0; i < scene->fb.nr_cbufs; i++) {
+ struct pipe_surface *cbuf = scene->fb.cbufs[i];
+ if (llvmpipe_resource_is_texture(cbuf->texture)) {
+ max_layer = MIN2(max_layer, cbuf->u.tex.last_layer - cbuf->u.tex.first_layer);
+ }
+ else {
+ max_layer = 0;
+ }
+ }
+ if (fb->zsbuf) {
+ struct pipe_surface *zsbuf = scene->fb.zsbuf;
+ max_layer = MIN2(max_layer, zsbuf->u.tex.last_layer - zsbuf->u.tex.first_layer);
+ }
+ scene->fb_max_layer = max_layer;
unsigned layer_stride;
} zsbuf, cbufs[PIPE_MAX_COLOR_BUFS];
unsigned layer_stride;
} zsbuf, cbufs[PIPE_MAX_COLOR_BUFS];
- /* OpenGL permits different amount of layers per rt, but rendering limited to minimum */
+ /* The amount of layers in the fb (minimum of all attachments) */
unsigned fb_max_layer;
/** the framebuffer to render the scene into */
unsigned fb_max_layer;
/** the framebuffer to render the scene into */