aper_array[aper_count++] = intel->batch.bo;
if (dirty & I915_UPLOAD_BUFFERS) {
- aper_array[aper_count++] = state->draw_region->buffer;
+ if (state->draw_region)
+ aper_array[aper_count++] = state->draw_region->buffer;
if (state->depth_region)
aper_array[aper_count++] = state->depth_region->buffer;
}
if (INTEL_DEBUG & DEBUG_STATE)
fprintf(stderr, "I915_UPLOAD_BUFFERS:\n");
- count = 14;
+ count = 17;
if (state->Buffer[I915_DESTREG_DRAWRECT0] != MI_NOOP)
count++;
- if (state->depth_region)
- count += 3;
BEGIN_BATCH(count);
OUT_BATCH(state->Buffer[I915_DESTREG_CBUFADDR0]);
OUT_BATCH(state->Buffer[I915_DESTREG_CBUFADDR1]);
- OUT_RELOC(state->draw_region->buffer,
- I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);
+ if (state->draw_region) {
+ OUT_RELOC(state->draw_region->buffer,
+ I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);
+ } else {
+ OUT_BATCH(0);
+ }
+ OUT_BATCH(state->Buffer[I915_DESTREG_DBUFADDR0]);
+ OUT_BATCH(state->Buffer[I915_DESTREG_DBUFADDR1]);
if (state->depth_region) {
- OUT_BATCH(state->Buffer[I915_DESTREG_DBUFADDR0]);
- OUT_BATCH(state->Buffer[I915_DESTREG_DBUFADDR1]);
OUT_RELOC(state->depth_region->buffer,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);
+ } else {
+ OUT_BATCH(0);
}
OUT_BATCH(state->Buffer[I915_DESTREG_DV0]);
if (region->tiling == I915_TILING_Y)
state[1] |= BUF_3D_TILE_WALK_Y;
}
+ } else {
+ /* Fill in a default pitch, since 0 is invalid. We'll be
+ * setting the buffer offset to 0 and not referencing the
+ * buffer, so the pitch could really be any valid value.
+ */
+ state[1] |= BUF_3D_PITCH(4096);
}
}
LOD_PRECLAMP_OGL | TEX_DEFAULT_COLOR_OGL);
if (irb != NULL) {
value |= i915_render_target_format_for_mesa_format[irb->Base.Format];
+ } else {
+ value |= DV_PF_8888;
}
/* This isn't quite safe, thus being hidden behind an option. When changing
I915_STATECHANGE(i915, I915_UPLOAD_BUFFERS);
}
+static void
+i915_update_color_write_enable(struct i915_context *i915, bool enable)
+{
+ uint32_t dw = i915->state.Ctx[I915_CTXREG_LIS6];
+ if (enable)
+ dw |= S6_COLOR_WRITE_ENABLE;
+ else
+ dw &= ~S6_COLOR_WRITE_ENABLE;
+ if (dw != i915->state.Ctx[I915_CTXREG_LIS6]) {
+ I915_STATECHANGE(i915, I915_UPLOAD_CTX);
+ i915->state.Ctx[I915_CTXREG_LIS6] = dw;
+ }
+}
+
/**
* Update the hardware state for drawing into a window or framebuffer object.
*
static void
i915_update_draw_buffer(struct intel_context *intel)
{
+ struct i915_context *i915 = (struct i915_context *)intel;
struct gl_context *ctx = &intel->ctx;
struct gl_framebuffer *fb = ctx->DrawBuffer;
- struct intel_region *colorRegions[MAX_DRAW_BUFFERS], *depthRegion = NULL;
+ struct intel_region *colorRegion = NULL, *depthRegion = NULL;
struct intel_renderbuffer *irbDepth = NULL, *irbStencil = NULL;
bool fb_has_hiz = intel_framebuffer_has_hiz(fb);
/* 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 there is more than one drawbuffer (GL_FRONT_AND_BACK), or the
+ * drawbuffers are too big, we have to fallback to software.
*/
if ((fb->Width > ctx->Const.MaxRenderbufferSize)
- || (fb->Height > ctx->Const.MaxRenderbufferSize)
- || (fb->_NumColorDrawBuffers == 0)) {
- /* writing to 0 */
- colorRegions[0] = NULL;
- }
- 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;
- }
- }
- else {
- /* Get the intel_renderbuffer for the single colorbuffer we're drawing
- * into.
- */
- if (fb->Name == 0) {
- /* drawing to window system buffer */
- if (fb->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT)
- colorRegions[0] = intel_get_rb_region(fb, BUFFER_FRONT_LEFT);
- 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;
- }
- }
-
- if (!colorRegions[0]) {
- FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, GL_TRUE);
- }
- else {
- FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, GL_FALSE);
+ || (fb->Height > ctx->Const.MaxRenderbufferSize)) {
+ FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, true);
+ } else if (fb->_NumColorDrawBuffers > 1) {
+ FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, true);
+ } else {
+ struct intel_renderbuffer *irb;
+ irb = intel_renderbuffer(fb->_ColorDrawBuffers[0]);
+ colorRegion = irb ? irb->region : NULL;
+ FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, false);
}
/* Check for depth fallback. */
ctx->Driver.Enable(ctx, GL_DEPTH_TEST, ctx->Depth.Test);
ctx->Driver.Enable(ctx, GL_STENCIL_TEST, ctx->Stencil.Enabled);
- intel->vtbl.set_draw_region(intel, colorRegions, depthRegion,
+ i915_update_color_write_enable(i915, colorRegion != NULL);
+
+ intel->vtbl.set_draw_region(intel, &colorRegion, depthRegion,
fb->_NumColorDrawBuffers);
intel->NewGLState |= _NEW_BUFFERS;