#include "intel_regions.h"
#include "intel_tris.h"
#include "intel_fbo.h"
+#include "intel_buffers.h"
#include "tnl/tnl.h"
#include "tnl/t_context.h"
#include "tnl/t_vertex.h"
#include "swrast_setup/swrast_setup.h"
+#include "main/renderbuffer.h"
+#include "main/framebuffer.h"
#define FILE_DEBUG_FLAG DEBUG_STATE
I830_STATECHANGE(i830, I830_UPLOAD_BUFFERS);
}
+/**
+ * Update the hardware state for drawing into a window or framebuffer object.
+ *
+ * Called by glDrawBuffer, glBindFramebufferEXT, MakeCurrent, and other
+ * places within the driver.
+ *
+ * Basically, this needs to be called any time the current framebuffer
+ * changes, the renderbuffers change, or we need to draw into different
+ * color buffers.
+ */
+static void
+i830_update_draw_buffer(struct intel_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_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.
+ */
+ if (ctx->NewState & _NEW_BUFFERS) {
+ /* this updates the DrawBuffer->_NumColorDrawBuffers fields, etc */
+ _mesa_update_framebuffer(ctx);
+ /* this updates the DrawBuffer's Width/Height if it's a FBO */
+ _mesa_update_draw_buffer_bounds(ctx);
+ }
+
+ if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
+ /* this may occur when we're called by glBindFrameBuffer() during
+ * the process of someone setting up renderbuffers, etc.
+ */
+ /*_mesa_debug(ctx, "DrawBuffer: incomplete user FBO\n");*/
+ return;
+ }
+
+ /* 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->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);
+ }
+
+ /* 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;
+ }
+
+ /* 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
+ */
+ if (ctx->Driver.Enable) {
+ ctx->Driver.Enable(ctx, GL_DEPTH_TEST,
+ (ctx->Depth.Test && fb->Visual.depthBits > 0));
+ ctx->Driver.Enable(ctx, GL_STENCIL_TEST,
+ (ctx->Stencil.Enabled && fb->Visual.stencilBits > 0));
+ }
+ else {
+ /* Mesa's Stencil._Enabled field is updated when
+ * _NEW_BUFFERS | _NEW_STENCIL, but i965 code assumes that the value
+ * only changes with _NEW_STENCIL (which seems sensible). So flag it
+ * here since this is the _NEW_BUFFERS path.
+ */
+ 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
+ intel->NewGLState |= _NEW_VIEWPORT;
+#endif
+ /* 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);
+ intel->NewGLState |= _NEW_SCISSOR;
+
+ if (ctx->Driver.DepthRange)
+ ctx->Driver.DepthRange(ctx,
+ ctx->Viewport.Near,
+ ctx->Viewport.Far);
+
+ /* Update culling direction which changes depending on the
+ * orientation of the buffer:
+ */
+ if (ctx->Driver.FrontFace)
+ ctx->Driver.FrontFace(ctx, ctx->Polygon.FrontFace);
+ else
+ intel->NewGLState |= _NEW_POLYGON;
+}
+
/* This isn't really handled at the moment.
*/
static void
i830->intel.vtbl.new_batch = i830_new_batch;
i830->intel.vtbl.reduced_primitive_state = i830_reduced_primitive_state;
i830->intel.vtbl.set_draw_region = i830_set_draw_region;
+ i830->intel.vtbl.update_draw_buffer = i830_update_draw_buffer;
i830->intel.vtbl.update_texture_state = i830UpdateTextureState;
i830->intel.vtbl.render_start = i830_render_start;
i830->intel.vtbl.render_prevalidate = i830_render_prevalidate;
#include "main/imports.h"
#include "main/macros.h"
#include "main/colormac.h"
+#include "main/renderbuffer.h"
+#include "main/framebuffer.h"
#include "tnl/tnl.h"
#include "tnl/t_context.h"
#include "intel_regions.h"
#include "intel_tris.h"
#include "intel_fbo.h"
+#include "intel_buffers.h"
#include "i915_reg.h"
#include "i915_context.h"
I915_STATECHANGE(i915, I915_UPLOAD_BUFFERS);
}
+/**
+ * Update the hardware state for drawing into a window or framebuffer object.
+ *
+ * Called by glDrawBuffer, glBindFramebufferEXT, MakeCurrent, and other
+ * places within the driver.
+ *
+ * Basically, this needs to be called any time the current framebuffer
+ * changes, the renderbuffers change, or we need to draw into different
+ * color buffers.
+ */
+static void
+i915_update_draw_buffer(struct intel_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_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.
+ */
+ if (ctx->NewState & _NEW_BUFFERS) {
+ /* this updates the DrawBuffer->_NumColorDrawBuffers fields, etc */
+ _mesa_update_framebuffer(ctx);
+ /* this updates the DrawBuffer's Width/Height if it's a FBO */
+ _mesa_update_draw_buffer_bounds(ctx);
+ }
+
+ if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
+ /* this may occur when we're called by glBindFrameBuffer() during
+ * the process of someone setting up renderbuffers, etc.
+ */
+ /*_mesa_debug(ctx, "DrawBuffer: incomplete user FBO\n");*/
+ return;
+ }
+
+ /* 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->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);
+ }
+
+ /* 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;
+ }
+
+ /* 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
+ */
+ if (ctx->Driver.Enable) {
+ ctx->Driver.Enable(ctx, GL_DEPTH_TEST,
+ (ctx->Depth.Test && fb->Visual.depthBits > 0));
+ ctx->Driver.Enable(ctx, GL_STENCIL_TEST,
+ (ctx->Stencil.Enabled && fb->Visual.stencilBits > 0));
+ }
+ else {
+ /* Mesa's Stencil._Enabled field is updated when
+ * _NEW_BUFFERS | _NEW_STENCIL, but i965 code assumes that the value
+ * only changes with _NEW_STENCIL (which seems sensible). So flag it
+ * here since this is the _NEW_BUFFERS path.
+ */
+ 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
+ intel->NewGLState |= _NEW_VIEWPORT;
+#endif
+ /* 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);
+ intel->NewGLState |= _NEW_SCISSOR;
+
+ if (ctx->Driver.DepthRange)
+ ctx->Driver.DepthRange(ctx,
+ ctx->Viewport.Near,
+ ctx->Viewport.Far);
+
+ /* Update culling direction which changes depending on the
+ * orientation of the buffer:
+ */
+ if (ctx->Driver.FrontFace)
+ ctx->Driver.FrontFace(ctx, ctx->Polygon.FrontFace);
+ else
+ intel->NewGLState |= _NEW_POLYGON;
+}
static void
i915_new_batch(struct intel_context *intel)
i915->intel.vtbl.render_start = i915_render_start;
i915->intel.vtbl.render_prevalidate = i915_render_prevalidate;
i915->intel.vtbl.set_draw_region = i915_set_draw_region;
+ i915->intel.vtbl.update_draw_buffer = i915_update_draw_buffer;
i915->intel.vtbl.update_texture_state = i915UpdateTextureState;
i915->intel.vtbl.assert_not_dirty = i915_assert_not_dirty;
i915->intel.vtbl.finish_batch = intel_finish_vb;
#include "main/imports.h"
#include "main/macros.h"
#include "main/colormac.h"
+#include "main/renderbuffer.h"
+#include "main/framebuffer.h"
#include "intel_batchbuffer.h"
#include "intel_regions.h"
+#include "intel_fbo.h"
#include "brw_context.h"
#include "brw_defines.h"
free(brw->curbe.next_buf);
}
+/**
+ * Update the hardware state for drawing into a window or framebuffer object.
+ *
+ * Called by glDrawBuffer, glBindFramebufferEXT, MakeCurrent, and other
+ * places within the driver.
+ *
+ * Basically, this needs to be called any time the current framebuffer
+ * changes, the renderbuffers change, or we need to draw into different
+ * color buffers.
+ */
+static void
+brw_update_draw_buffer(struct intel_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_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.
+ */
+ if (ctx->NewState & _NEW_BUFFERS) {
+ /* this updates the DrawBuffer->_NumColorDrawBuffers fields, etc */
+ _mesa_update_framebuffer(ctx);
+ /* this updates the DrawBuffer's Width/Height if it's a FBO */
+ _mesa_update_draw_buffer_bounds(ctx);
+ }
+
+ if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
+ /* this may occur when we're called by glBindFrameBuffer() during
+ * the process of someone setting up renderbuffers, etc.
+ */
+ /*_mesa_debug(ctx, "DrawBuffer: incomplete user FBO\n");*/
+ return;
+ }
+
+ /* 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->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);
+ }
+
+ /* 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;
+ }
+
+ /* 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
+ */
+ if (ctx->Driver.Enable) {
+ ctx->Driver.Enable(ctx, GL_DEPTH_TEST,
+ (ctx->Depth.Test && fb->Visual.depthBits > 0));
+ ctx->Driver.Enable(ctx, GL_STENCIL_TEST,
+ (ctx->Stencil.Enabled && fb->Visual.stencilBits > 0));
+ }
+ else {
+ /* Mesa's Stencil._Enabled field is updated when
+ * _NEW_BUFFERS | _NEW_STENCIL, but i965 code assumes that the value
+ * only changes with _NEW_STENCIL (which seems sensible). So flag it
+ * here since this is the _NEW_BUFFERS path.
+ */
+ 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
+ intel->NewGLState |= _NEW_VIEWPORT;
+#endif
+ /* 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);
+ intel->NewGLState |= _NEW_SCISSOR;
+
+ if (ctx->Driver.DepthRange)
+ ctx->Driver.DepthRange(ctx,
+ ctx->Viewport.Near,
+ ctx->Viewport.Far);
+
+ /* Update culling direction which changes depending on the
+ * orientation of the buffer:
+ */
+ if (ctx->Driver.FrontFace)
+ ctx->Driver.FrontFace(ctx, ctx->Polygon.FrontFace);
+ else
+ intel->NewGLState |= _NEW_POLYGON;
+}
/**
* called from intelDrawBuffer()
brw->intel.vtbl.new_batch = brw_new_batch;
brw->intel.vtbl.finish_batch = brw_finish_batch;
brw->intel.vtbl.destroy = brw_destroy_context;
+ brw->intel.vtbl.update_draw_buffer = brw_update_draw_buffer;
brw->intel.vtbl.set_draw_region = brw_set_draw_region;
brw->intel.vtbl.debug_batch = brw_debug_batch;
brw->intel.vtbl.render_target_supported = brw_render_target_supported;
}
}
-
-/**
- * Update the hardware state for drawing into a window or framebuffer object.
- *
- * Called by glDrawBuffer, glBindFramebufferEXT, MakeCurrent, and other
- * places within the driver.
- *
- * Basically, this needs to be called any time the current framebuffer
- * changes, the renderbuffers change, or we need to draw into different
- * color buffers.
- */
-void
-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.
- */
- if (ctx->NewState & _NEW_BUFFERS) {
- /* this updates the DrawBuffer->_NumColorDrawBuffers fields, etc */
- _mesa_update_framebuffer(ctx);
- /* this updates the DrawBuffer's Width/Height if it's a FBO */
- _mesa_update_draw_buffer_bounds(ctx);
- }
-
- if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
- /* this may occur when we're called by glBindFrameBuffer() during
- * the process of someone setting up renderbuffers, etc.
- */
- /*_mesa_debug(ctx, "DrawBuffer: incomplete user FBO\n");*/
- return;
- }
-
- /* 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->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);
- }
-
- /* 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;
- }
-
- /* 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
- */
- if (ctx->Driver.Enable) {
- ctx->Driver.Enable(ctx, GL_DEPTH_TEST,
- (ctx->Depth.Test && fb->Visual.depthBits > 0));
- ctx->Driver.Enable(ctx, GL_STENCIL_TEST,
- (ctx->Stencil.Enabled && fb->Visual.stencilBits > 0));
- }
- else {
- /* Mesa's Stencil._Enabled field is updated when
- * _NEW_BUFFERS | _NEW_STENCIL, but i965 code assumes that the value
- * only changes with _NEW_STENCIL (which seems sensible). So flag it
- * here since this is the _NEW_BUFFERS path.
- */
- 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
- intel->NewGLState |= _NEW_VIEWPORT;
-#endif
- /* 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);
- intel->NewGLState |= _NEW_SCISSOR;
-
- if (ctx->Driver.DepthRange)
- ctx->Driver.DepthRange(ctx,
- ctx->Viewport.Near,
- ctx->Viewport.Far);
-
- /* Update culling direction which changes depending on the
- * orientation of the buffer:
- */
- if (ctx->Driver.FrontFace)
- ctx->Driver.FrontFace(ctx, ctx->Polygon.FrontFace);
- else
- intel->NewGLState |= _NEW_POLYGON;
-}
-
-
static void
intelDrawBuffer(struct gl_context * ctx, GLenum mode)
{
#include "dri_util.h"
#include "drm.h"
+#include "intel_context.h"
struct intel_context;
struct intel_framebuffer;
extern void intel_check_front_buffer_rendering(struct intel_context *intel);
-extern void intel_draw_buffer(struct gl_context * ctx, struct gl_framebuffer *fb);
+static inline void
+intel_draw_buffer(struct gl_context * ctx, struct gl_framebuffer *fb)
+{
+ struct intel_context *intel = intel_context(ctx);
+
+ intel->vtbl.update_draw_buffer(intel);
+}
extern void intelInitBufferFuncs(struct dd_function_table *functions);
struct intel_region * draw_regions[],
struct intel_region * depth_region,
GLuint num_regions);
+ void (*update_draw_buffer)(struct intel_context *intel);
void (*reduced_primitive_state) (struct intel_context * intel,
GLenum rprim);