1 /**************************************************************************
3 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 **************************************************************************/
28 #include "intel_context.h"
29 #include "intel_buffers.h"
30 #include "intel_fbo.h"
32 #include "main/framebuffer.h"
33 #include "main/renderbuffer.h"
36 * Return pointer to current color drawing region, or NULL.
39 intel_drawbuf_region(struct intel_context
*intel
)
41 struct intel_renderbuffer
*irbColor
=
42 intel_renderbuffer(intel
->ctx
.DrawBuffer
->_ColorDrawBuffers
[0]);
44 return irbColor
->region
;
50 * Return pointer to current color reading region, or NULL.
53 intel_readbuf_region(struct intel_context
*intel
)
55 struct intel_renderbuffer
*irb
56 = intel_renderbuffer(intel
->ctx
.ReadBuffer
->_ColorReadBuffer
);
64 * Check if we're about to draw into the front color buffer.
65 * If so, set the intel->front_buffer_dirty field to true.
68 intel_check_front_buffer_rendering(struct intel_context
*intel
)
70 const struct gl_framebuffer
*fb
= intel
->ctx
.DrawBuffer
;
72 /* drawing to window system buffer */
73 if (fb
->_NumColorDrawBuffers
> 0) {
74 if (fb
->_ColorDrawBufferIndexes
[0] == BUFFER_FRONT_LEFT
) {
75 intel
->front_buffer_dirty
= GL_TRUE
;
83 * Update the hardware state for drawing into a window or framebuffer object.
85 * Called by glDrawBuffer, glBindFramebufferEXT, MakeCurrent, and other
86 * places within the driver.
88 * Basically, this needs to be called any time the current framebuffer
89 * changes, the renderbuffers change, or we need to draw into different
93 intel_draw_buffer(struct gl_context
* ctx
, struct gl_framebuffer
*fb
)
95 struct intel_context
*intel
= intel_context(ctx
);
96 struct intel_region
*colorRegions
[MAX_DRAW_BUFFERS
], *depthRegion
= NULL
;
97 struct intel_renderbuffer
*irbDepth
= NULL
, *irbStencil
= NULL
;
98 bool fb_has_hiz
= intel_framebuffer_has_hiz(fb
);
101 /* this can happen during the initial context initialization */
106 * If intel_context is using separate stencil, but the depth attachment
107 * (gl_framebuffer.Attachment[BUFFER_DEPTH]) has a packed depth/stencil
108 * format, then we must install the real depth buffer at fb->_DepthBuffer
109 * and set fb->_DepthBuffer->Wrapped before calling _mesa_update_framebuffer.
110 * Otherwise, _mesa_update_framebuffer will create and install a swras
111 * depth wrapper instead.
115 irbDepth
= intel_get_renderbuffer(fb
, BUFFER_DEPTH
);
116 if (irbDepth
&& irbDepth
->Base
.Format
== MESA_FORMAT_X8_Z24
) {
117 _mesa_reference_renderbuffer(&fb
->_DepthBuffer
, &irbDepth
->Base
);
118 irbDepth
->Base
.Wrapped
= fb
->Attachment
[BUFFER_DEPTH
].Renderbuffer
;
121 irbStencil
= intel_get_renderbuffer(fb
, BUFFER_STENCIL
);
122 if (irbStencil
&& irbStencil
->Base
.Format
== MESA_FORMAT_S8
) {
123 _mesa_reference_renderbuffer(&fb
->_StencilBuffer
, &irbStencil
->Base
);
124 irbStencil
->Base
.Wrapped
= fb
->Attachment
[BUFFER_STENCIL
].Renderbuffer
;
127 /* Do this here, not core Mesa, since this function is called from
128 * many places within the driver.
130 if (ctx
->NewState
& _NEW_BUFFERS
) {
131 /* this updates the DrawBuffer->_NumColorDrawBuffers fields, etc */
132 _mesa_update_framebuffer(ctx
);
133 /* this updates the DrawBuffer's Width/Height if it's a FBO */
134 _mesa_update_draw_buffer_bounds(ctx
);
137 if (fb
->_Status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
138 /* this may occur when we're called by glBindFrameBuffer() during
139 * the process of someone setting up renderbuffers, etc.
141 /*_mesa_debug(ctx, "DrawBuffer: incomplete user FBO\n");*/
145 /* How many color buffers are we drawing into?
147 * If there are zero buffers or the buffer is too big, don't configure any
148 * regions for hardware drawing. We'll fallback to software below. Not
149 * having regions set makes some of the software fallback paths faster.
151 if ((fb
->Width
> ctx
->Const
.MaxRenderbufferSize
)
152 || (fb
->Height
> ctx
->Const
.MaxRenderbufferSize
)
153 || (fb
->_NumColorDrawBuffers
== 0)) {
155 colorRegions
[0] = NULL
;
157 else if (fb
->_NumColorDrawBuffers
> 1) {
159 struct intel_renderbuffer
*irb
;
161 for (i
= 0; i
< fb
->_NumColorDrawBuffers
; i
++) {
162 irb
= intel_renderbuffer(fb
->_ColorDrawBuffers
[i
]);
163 colorRegions
[i
] = irb
? irb
->region
: NULL
;
167 /* Get the intel_renderbuffer for the single colorbuffer we're drawing
171 /* drawing to window system buffer */
172 if (fb
->_ColorDrawBufferIndexes
[0] == BUFFER_FRONT_LEFT
)
173 colorRegions
[0] = intel_get_rb_region(fb
, BUFFER_FRONT_LEFT
);
175 colorRegions
[0] = intel_get_rb_region(fb
, BUFFER_BACK_LEFT
);
178 /* drawing to user-created FBO */
179 struct intel_renderbuffer
*irb
;
180 irb
= intel_renderbuffer(fb
->_ColorDrawBuffers
[0]);
181 colorRegions
[0] = (irb
&& irb
->region
) ? irb
->region
: NULL
;
185 if (!colorRegions
[0]) {
186 FALLBACK(intel
, INTEL_FALLBACK_DRAW_BUFFER
, GL_TRUE
);
189 FALLBACK(intel
, INTEL_FALLBACK_DRAW_BUFFER
, GL_FALSE
);
192 /* Check for depth fallback. */
193 if (irbDepth
&& irbDepth
->region
) {
194 assert(!fb_has_hiz
|| irbDepth
->Base
.Format
!= MESA_FORMAT_S8_Z24
);
195 FALLBACK(intel
, INTEL_FALLBACK_DEPTH_BUFFER
, GL_FALSE
);
196 depthRegion
= irbDepth
->region
;
197 } else if (irbDepth
&& !irbDepth
->region
) {
198 FALLBACK(intel
, INTEL_FALLBACK_DEPTH_BUFFER
, GL_TRUE
);
200 } else { /* !irbDepth */
201 /* No fallback is needed because there is no depth buffer. */
202 FALLBACK(intel
, INTEL_FALLBACK_DEPTH_BUFFER
, GL_FALSE
);
206 /* Check for stencil fallback. */
207 if (irbStencil
&& irbStencil
->region
) {
208 if (!intel
->has_separate_stencil
)
209 assert(irbStencil
->Base
.Format
== MESA_FORMAT_S8_Z24
);
210 if (fb_has_hiz
|| intel
->must_use_separate_stencil
)
211 assert(irbStencil
->Base
.Format
== MESA_FORMAT_S8
);
212 if (irbStencil
->Base
.Format
== MESA_FORMAT_S8
)
213 assert(intel
->has_separate_stencil
);
214 FALLBACK(intel
, INTEL_FALLBACK_STENCIL_BUFFER
, GL_FALSE
);
215 } else if (irbStencil
&& !irbStencil
->region
) {
216 FALLBACK(intel
, INTEL_FALLBACK_STENCIL_BUFFER
, GL_TRUE
);
217 } else { /* !irbStencil */
218 /* No fallback is needed because there is no stencil buffer. */
219 FALLBACK(intel
, INTEL_FALLBACK_STENCIL_BUFFER
, GL_FALSE
);
222 /* If we have a (packed) stencil buffer attached but no depth buffer,
223 * we still need to set up the shared depth/stencil state so we can use it.
225 if (depthRegion
== NULL
&& irbStencil
&& irbStencil
->region
226 && irbStencil
->Base
.Format
== MESA_FORMAT_S8_Z24
) {
227 depthRegion
= irbStencil
->region
;
231 * Update depth and stencil test state
233 if (ctx
->Driver
.Enable
) {
234 ctx
->Driver
.Enable(ctx
, GL_DEPTH_TEST
,
235 (ctx
->Depth
.Test
&& fb
->Visual
.depthBits
> 0));
236 ctx
->Driver
.Enable(ctx
, GL_STENCIL_TEST
,
237 (ctx
->Stencil
.Enabled
&& fb
->Visual
.stencilBits
> 0));
240 /* Mesa's Stencil._Enabled field is updated when
241 * _NEW_BUFFERS | _NEW_STENCIL, but i965 code assumes that the value
242 * only changes with _NEW_STENCIL (which seems sensible). So flag it
243 * here since this is the _NEW_BUFFERS path.
245 intel
->NewGLState
|= (_NEW_DEPTH
| _NEW_STENCIL
);
248 intel
->vtbl
.set_draw_region(intel
, colorRegions
, depthRegion
,
249 fb
->_NumColorDrawBuffers
);
250 intel
->NewGLState
|= _NEW_BUFFERS
;
252 /* update viewport since it depends on window size */
254 intelCalcViewport(ctx
);
256 intel
->NewGLState
|= _NEW_VIEWPORT
;
258 /* Set state we know depends on drawable parameters:
260 if (ctx
->Driver
.Scissor
)
261 ctx
->Driver
.Scissor(ctx
, ctx
->Scissor
.X
, ctx
->Scissor
.Y
,
262 ctx
->Scissor
.Width
, ctx
->Scissor
.Height
);
263 intel
->NewGLState
|= _NEW_SCISSOR
;
265 if (ctx
->Driver
.DepthRange
)
266 ctx
->Driver
.DepthRange(ctx
,
270 /* Update culling direction which changes depending on the
271 * orientation of the buffer:
273 if (ctx
->Driver
.FrontFace
)
274 ctx
->Driver
.FrontFace(ctx
, ctx
->Polygon
.FrontFace
);
276 intel
->NewGLState
|= _NEW_POLYGON
;
281 intelDrawBuffer(struct gl_context
* ctx
, GLenum mode
)
283 if ((ctx
->DrawBuffer
!= NULL
) && (ctx
->DrawBuffer
->Name
== 0)) {
284 struct intel_context
*const intel
= intel_context(ctx
);
285 const GLboolean was_front_buffer_rendering
=
286 intel
->is_front_buffer_rendering
;
288 intel
->is_front_buffer_rendering
= (mode
== GL_FRONT_LEFT
)
289 || (mode
== GL_FRONT
);
291 /* If we weren't front-buffer rendering before but we are now,
292 * invalidate our DRI drawable so we'll ask for new buffers
293 * (including the fake front) before we start rendering again.
295 if (!was_front_buffer_rendering
&& intel
->is_front_buffer_rendering
)
296 dri2InvalidateDrawable(intel
->driContext
->driDrawablePriv
);
299 intel_draw_buffer(ctx
, ctx
->DrawBuffer
);
304 intelReadBuffer(struct gl_context
* ctx
, GLenum mode
)
306 if ((ctx
->DrawBuffer
!= NULL
) && (ctx
->DrawBuffer
->Name
== 0)) {
307 struct intel_context
*const intel
= intel_context(ctx
);
308 const GLboolean was_front_buffer_reading
=
309 intel
->is_front_buffer_reading
;
311 intel
->is_front_buffer_reading
= (mode
== GL_FRONT_LEFT
)
312 || (mode
== GL_FRONT
);
314 /* If we weren't front-buffer reading before but we are now,
315 * invalidate our DRI drawable so we'll ask for new buffers
316 * (including the fake front) before we start reading again.
318 if (!was_front_buffer_reading
&& intel
->is_front_buffer_reading
)
319 dri2InvalidateDrawable(intel
->driContext
->driReadablePriv
);
325 intelInitBufferFuncs(struct dd_function_table
*functions
)
327 functions
->DrawBuffer
= intelDrawBuffer
;
328 functions
->ReadBuffer
= intelReadBuffer
;