Merge branch 'mesa_7_6_branch' into mesa_7_7_branch
[mesa.git] / src / mesa / drivers / dri / intel / intel_buffers.c
1 /**************************************************************************
2 *
3 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
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:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
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.
25 *
26 **************************************************************************/
27
28 #include "intel_context.h"
29 #include "intel_buffers.h"
30 #include "intel_fbo.h"
31 #include "intel_regions.h"
32 #include "intel_batchbuffer.h"
33 #include "main/framebuffer.h"
34 #include "drirenderbuffer.h"
35
36
37 /**
38 * XXX move this into a new dri/common/cliprects.c file.
39 */
40 GLboolean
41 intel_intersect_cliprects(drm_clip_rect_t * dst,
42 const drm_clip_rect_t * a,
43 const drm_clip_rect_t * b)
44 {
45 GLint bx = b->x1;
46 GLint by = b->y1;
47 GLint bw = b->x2 - bx;
48 GLint bh = b->y2 - by;
49
50 if (bx < a->x1)
51 bw -= a->x1 - bx, bx = a->x1;
52 if (by < a->y1)
53 bh -= a->y1 - by, by = a->y1;
54 if (bx + bw > a->x2)
55 bw = a->x2 - bx;
56 if (by + bh > a->y2)
57 bh = a->y2 - by;
58 if (bw <= 0)
59 return GL_FALSE;
60 if (bh <= 0)
61 return GL_FALSE;
62
63 dst->x1 = bx;
64 dst->y1 = by;
65 dst->x2 = bx + bw;
66 dst->y2 = by + bh;
67
68 return GL_TRUE;
69 }
70
71 /**
72 * Return pointer to current color drawing region, or NULL.
73 */
74 struct intel_region *
75 intel_drawbuf_region(struct intel_context *intel)
76 {
77 struct intel_renderbuffer *irbColor =
78 intel_renderbuffer(intel->ctx.DrawBuffer->_ColorDrawBuffers[0]);
79 if (irbColor)
80 return irbColor->region;
81 else
82 return NULL;
83 }
84
85 /**
86 * Return pointer to current color reading region, or NULL.
87 */
88 struct intel_region *
89 intel_readbuf_region(struct intel_context *intel)
90 {
91 struct intel_renderbuffer *irb
92 = intel_renderbuffer(intel->ctx.ReadBuffer->_ColorReadBuffer);
93 if (irb)
94 return irb->region;
95 else
96 return NULL;
97 }
98
99 void
100 intel_get_cliprects(struct intel_context *intel,
101 struct drm_clip_rect **cliprects,
102 unsigned int *num_cliprects,
103 int *x_off, int *y_off)
104 {
105 __DRIdrawablePrivate *dPriv = intel->driDrawable;
106
107 if (intel->constant_cliprect) {
108 /* FBO or DRI2 rendering, which can just use the fb's size. */
109 intel->fboRect.x1 = 0;
110 intel->fboRect.y1 = 0;
111 intel->fboRect.x2 = intel->ctx.DrawBuffer->Width;
112 intel->fboRect.y2 = intel->ctx.DrawBuffer->Height;
113
114 *cliprects = &intel->fboRect;
115 *num_cliprects = 1;
116 *x_off = 0;
117 *y_off = 0;
118 } else if (intel->front_cliprects || dPriv->numBackClipRects == 0) {
119 /* use the front clip rects */
120 *cliprects = dPriv->pClipRects;
121 *num_cliprects = dPriv->numClipRects;
122 *x_off = dPriv->x;
123 *y_off = dPriv->y;
124 }
125 else {
126 /* use the back clip rects */
127 *num_cliprects = dPriv->numBackClipRects;
128 *cliprects = dPriv->pBackClipRects;
129 *x_off = dPriv->backX;
130 *y_off = dPriv->backY;
131 }
132 }
133
134
135 /**
136 * Check if we're about to draw into the front color buffer.
137 * If so, set the intel->front_buffer_dirty field to true.
138 */
139 void
140 intel_check_front_buffer_rendering(struct intel_context *intel)
141 {
142 const struct gl_framebuffer *fb = intel->ctx.DrawBuffer;
143 if (fb->Name == 0) {
144 /* drawing to window system buffer */
145 if (fb->_NumColorDrawBuffers > 0) {
146 if (fb->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT) {
147 intel->front_buffer_dirty = GL_TRUE;
148 }
149 }
150 }
151 }
152
153
154 /**
155 * Update the hardware state for drawing into a window or framebuffer object.
156 *
157 * Called by glDrawBuffer, glBindFramebufferEXT, MakeCurrent, and other
158 * places within the driver.
159 *
160 * Basically, this needs to be called any time the current framebuffer
161 * changes, the renderbuffers change, or we need to draw into different
162 * color buffers.
163 */
164 void
165 intel_draw_buffer(GLcontext * ctx, struct gl_framebuffer *fb)
166 {
167 struct intel_context *intel = intel_context(ctx);
168 struct intel_region *colorRegions[MAX_DRAW_BUFFERS], *depthRegion = NULL;
169 struct intel_renderbuffer *irbDepth = NULL, *irbStencil = NULL;
170
171 if (!fb) {
172 /* this can happen during the initial context initialization */
173 return;
174 }
175
176 /* Do this here, not core Mesa, since this function is called from
177 * many places within the driver.
178 */
179 if (ctx->NewState & _NEW_BUFFERS) {
180 /* this updates the DrawBuffer->_NumColorDrawBuffers fields, etc */
181 _mesa_update_framebuffer(ctx);
182 /* this updates the DrawBuffer's Width/Height if it's a FBO */
183 _mesa_update_draw_buffer_bounds(ctx);
184 }
185
186 if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
187 /* this may occur when we're called by glBindFrameBuffer() during
188 * the process of someone setting up renderbuffers, etc.
189 */
190 /*_mesa_debug(ctx, "DrawBuffer: incomplete user FBO\n");*/
191 return;
192 }
193
194 /*
195 * How many color buffers are we drawing into?
196 */
197 if (fb->_NumColorDrawBuffers == 0) {
198 /* writing to 0 */
199 colorRegions[0] = NULL;
200 intel->constant_cliprect = GL_TRUE;
201 }
202 else if (fb->_NumColorDrawBuffers > 1) {
203 int i;
204 struct intel_renderbuffer *irb;
205
206 for (i = 0; i < fb->_NumColorDrawBuffers; i++) {
207 irb = intel_renderbuffer(fb->_ColorDrawBuffers[i]);
208 colorRegions[i] = irb ? irb->region : NULL;
209 }
210 intel->constant_cliprect = GL_TRUE;
211 }
212 else {
213 /* Get the intel_renderbuffer for the single colorbuffer we're drawing
214 * into, and set up cliprects if it's a DRI1 window front buffer.
215 */
216 if (fb->Name == 0) {
217 intel->constant_cliprect = intel->driScreen->dri2.enabled;
218 /* drawing to window system buffer */
219 if (fb->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT) {
220 if (!intel->constant_cliprect && !intel->front_cliprects)
221 intel_batchbuffer_flush(intel->batch);
222 intel->front_cliprects = GL_TRUE;
223 colorRegions[0] = intel_get_rb_region(fb, BUFFER_FRONT_LEFT);
224 }
225 else {
226 if (!intel->constant_cliprect && intel->front_cliprects)
227 intel_batchbuffer_flush(intel->batch);
228 intel->front_cliprects = GL_FALSE;
229 colorRegions[0] = intel_get_rb_region(fb, BUFFER_BACK_LEFT);
230 }
231 }
232 else {
233 /* drawing to user-created FBO */
234 struct intel_renderbuffer *irb;
235 irb = intel_renderbuffer(fb->_ColorDrawBuffers[0]);
236 colorRegions[0] = (irb && irb->region) ? irb->region : NULL;
237 intel->constant_cliprect = GL_TRUE;
238 }
239 }
240
241 if (!colorRegions[0]) {
242 FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, GL_TRUE);
243 }
244 else {
245 FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, GL_FALSE);
246 }
247
248 /***
249 *** Get depth buffer region and check if we need a software fallback.
250 *** Note that the depth buffer is usually a DEPTH_STENCIL buffer.
251 ***/
252 if (fb->_DepthBuffer && fb->_DepthBuffer->Wrapped) {
253 irbDepth = intel_renderbuffer(fb->_DepthBuffer->Wrapped);
254 if (irbDepth && irbDepth->region) {
255 FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_FALSE);
256 depthRegion = irbDepth->region;
257 }
258 else {
259 FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_TRUE);
260 depthRegion = NULL;
261 }
262 }
263 else {
264 /* not using depth buffer */
265 FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_FALSE);
266 depthRegion = NULL;
267 }
268
269 /***
270 *** Stencil buffer
271 *** This can only be hardware accelerated if we're using a
272 *** combined DEPTH_STENCIL buffer.
273 ***/
274 if (fb->_StencilBuffer && fb->_StencilBuffer->Wrapped) {
275 irbStencil = intel_renderbuffer(fb->_StencilBuffer->Wrapped);
276 if (irbStencil && irbStencil->region) {
277 ASSERT(irbStencil->Base.Format == MESA_FORMAT_S8_Z24);
278 FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_FALSE);
279 }
280 else {
281 FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_TRUE);
282 }
283 }
284 else {
285 /* XXX FBO: instead of FALSE, pass ctx->Stencil._Enabled ??? */
286 FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_FALSE);
287 }
288
289 /*
290 * Update depth and stencil test state
291 */
292 if (ctx->Driver.Enable) {
293 ctx->Driver.Enable(ctx, GL_DEPTH_TEST,
294 (ctx->Depth.Test && fb->Visual.depthBits > 0));
295 ctx->Driver.Enable(ctx, GL_STENCIL_TEST,
296 (ctx->Stencil.Enabled && fb->Visual.stencilBits > 0));
297 }
298 else {
299 /* Mesa's Stencil._Enabled field is updated when
300 * _NEW_BUFFERS | _NEW_STENCIL, but i965 code assumes that the value
301 * only changes with _NEW_STENCIL (which seems sensible). So flag it
302 * here since this is the _NEW_BUFFERS path.
303 */
304 ctx->NewState |= (_NEW_DEPTH | _NEW_STENCIL);
305 }
306
307 intel->vtbl.set_draw_region(intel, colorRegions, depthRegion,
308 fb->_NumColorDrawBuffers);
309
310 /* update viewport since it depends on window size */
311 #ifdef I915
312 intelCalcViewport(ctx);
313 #else
314 ctx->NewState |= _NEW_VIEWPORT;
315 #endif
316 /* Set state we know depends on drawable parameters:
317 */
318 if (ctx->Driver.Scissor)
319 ctx->Driver.Scissor(ctx, ctx->Scissor.X, ctx->Scissor.Y,
320 ctx->Scissor.Width, ctx->Scissor.Height);
321 intel->NewGLState |= _NEW_SCISSOR;
322
323 if (ctx->Driver.DepthRange)
324 ctx->Driver.DepthRange(ctx,
325 ctx->Viewport.Near,
326 ctx->Viewport.Far);
327
328 /* Update culling direction which changes depending on the
329 * orientation of the buffer:
330 */
331 if (ctx->Driver.FrontFace)
332 ctx->Driver.FrontFace(ctx, ctx->Polygon.FrontFace);
333 else
334 ctx->NewState |= _NEW_POLYGON;
335 }
336
337
338 static void
339 intelDrawBuffer(GLcontext * ctx, GLenum mode)
340 {
341 if ((ctx->DrawBuffer != NULL) && (ctx->DrawBuffer->Name == 0)) {
342 struct intel_context *const intel = intel_context(ctx);
343 const GLboolean was_front_buffer_rendering =
344 intel->is_front_buffer_rendering;
345
346 intel->is_front_buffer_rendering = (mode == GL_FRONT_LEFT)
347 || (mode == GL_FRONT);
348
349 /* If we weren't front-buffer rendering before but we are now, make sure
350 * that the front-buffer has actually been allocated.
351 */
352 if (!was_front_buffer_rendering && intel->is_front_buffer_rendering) {
353 intel_update_renderbuffers(intel->driContext,
354 intel->driContext->driDrawablePriv);
355 }
356 }
357
358 intel_draw_buffer(ctx, ctx->DrawBuffer);
359 }
360
361
362 static void
363 intelReadBuffer(GLcontext * ctx, GLenum mode)
364 {
365 if ((ctx->DrawBuffer != NULL) && (ctx->DrawBuffer->Name == 0)) {
366 struct intel_context *const intel = intel_context(ctx);
367 const GLboolean was_front_buffer_reading =
368 intel->is_front_buffer_reading;
369
370 intel->is_front_buffer_reading = (mode == GL_FRONT_LEFT)
371 || (mode == GL_FRONT);
372
373 /* If we weren't front-buffer reading before but we are now, make sure
374 * that the front-buffer has actually been allocated.
375 */
376 if (!was_front_buffer_reading && intel->is_front_buffer_reading) {
377 intel_update_renderbuffers(intel->driContext,
378 intel->driContext->driDrawablePriv);
379 }
380 }
381
382 if (ctx->ReadBuffer == ctx->DrawBuffer) {
383 /* This will update FBO completeness status.
384 * A framebuffer will be incomplete if the GL_READ_BUFFER setting
385 * refers to a missing renderbuffer. Calling glReadBuffer can set
386 * that straight and can make the drawing buffer complete.
387 */
388 intel_draw_buffer(ctx, ctx->DrawBuffer);
389 }
390 /* Generally, functions which read pixels (glReadPixels, glCopyPixels, etc)
391 * reference ctx->ReadBuffer and do appropriate state checks.
392 */
393 }
394
395
396 void
397 intelInitBufferFuncs(struct dd_function_table *functions)
398 {
399 functions->DrawBuffer = intelDrawBuffer;
400 functions->ReadBuffer = intelReadBuffer;
401 }