intel: Remove unnecessary headers.
[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_batchbuffer.h"
32 #include "main/framebuffer.h"
33
34
35 /**
36 * XXX move this into a new dri/common/cliprects.c file.
37 */
38 GLboolean
39 intel_intersect_cliprects(drm_clip_rect_t * dst,
40 const drm_clip_rect_t * a,
41 const drm_clip_rect_t * b)
42 {
43 GLint bx = b->x1;
44 GLint by = b->y1;
45 GLint bw = b->x2 - bx;
46 GLint bh = b->y2 - by;
47
48 if (bx < a->x1)
49 bw -= a->x1 - bx, bx = a->x1;
50 if (by < a->y1)
51 bh -= a->y1 - by, by = a->y1;
52 if (bx + bw > a->x2)
53 bw = a->x2 - bx;
54 if (by + bh > a->y2)
55 bh = a->y2 - by;
56 if (bw <= 0)
57 return GL_FALSE;
58 if (bh <= 0)
59 return GL_FALSE;
60
61 dst->x1 = bx;
62 dst->y1 = by;
63 dst->x2 = bx + bw;
64 dst->y2 = by + bh;
65
66 return GL_TRUE;
67 }
68
69 /**
70 * Return pointer to current color drawing region, or NULL.
71 */
72 struct intel_region *
73 intel_drawbuf_region(struct intel_context *intel)
74 {
75 struct intel_renderbuffer *irbColor =
76 intel_renderbuffer(intel->ctx.DrawBuffer->_ColorDrawBuffers[0]);
77 if (irbColor)
78 return irbColor->region;
79 else
80 return NULL;
81 }
82
83 /**
84 * Return pointer to current color reading region, or NULL.
85 */
86 struct intel_region *
87 intel_readbuf_region(struct intel_context *intel)
88 {
89 struct intel_renderbuffer *irb
90 = intel_renderbuffer(intel->ctx.ReadBuffer->_ColorReadBuffer);
91 if (irb)
92 return irb->region;
93 else
94 return NULL;
95 }
96
97 void
98 intel_get_cliprects(struct intel_context *intel,
99 struct drm_clip_rect **cliprects,
100 unsigned int *num_cliprects,
101 int *x_off, int *y_off)
102 {
103 __DRIdrawablePrivate *dPriv = intel->driDrawable;
104
105 if (intel->constant_cliprect) {
106 /* FBO or DRI2 rendering, which can just use the fb's size. */
107 intel->fboRect.x1 = 0;
108 intel->fboRect.y1 = 0;
109 intel->fboRect.x2 = intel->ctx.DrawBuffer->Width;
110 intel->fboRect.y2 = intel->ctx.DrawBuffer->Height;
111
112 *cliprects = &intel->fboRect;
113 *num_cliprects = 1;
114 *x_off = 0;
115 *y_off = 0;
116 } else if (intel->front_cliprects || dPriv->numBackClipRects == 0) {
117 /* use the front clip rects */
118 *cliprects = dPriv->pClipRects;
119 *num_cliprects = dPriv->numClipRects;
120 *x_off = dPriv->x;
121 *y_off = dPriv->y;
122 }
123 else {
124 /* use the back clip rects */
125 *num_cliprects = dPriv->numBackClipRects;
126 *cliprects = dPriv->pBackClipRects;
127 *x_off = dPriv->backX;
128 *y_off = dPriv->backY;
129 }
130 }
131
132
133 /**
134 * Check if we're about to draw into the front color buffer.
135 * If so, set the intel->front_buffer_dirty field to true.
136 */
137 void
138 intel_check_front_buffer_rendering(struct intel_context *intel)
139 {
140 const struct gl_framebuffer *fb = intel->ctx.DrawBuffer;
141 if (fb->Name == 0) {
142 /* drawing to window system buffer */
143 if (fb->_NumColorDrawBuffers > 0) {
144 if (fb->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT) {
145 intel->front_buffer_dirty = GL_TRUE;
146 }
147 }
148 }
149 }
150
151
152 /**
153 * Update the hardware state for drawing into a window or framebuffer object.
154 *
155 * Called by glDrawBuffer, glBindFramebufferEXT, MakeCurrent, and other
156 * places within the driver.
157 *
158 * Basically, this needs to be called any time the current framebuffer
159 * changes, the renderbuffers change, or we need to draw into different
160 * color buffers.
161 */
162 void
163 intel_draw_buffer(GLcontext * ctx, struct gl_framebuffer *fb)
164 {
165 struct intel_context *intel = intel_context(ctx);
166 struct intel_region *colorRegions[MAX_DRAW_BUFFERS], *depthRegion = NULL;
167 struct intel_renderbuffer *irbDepth = NULL, *irbStencil = NULL;
168
169 if (!fb) {
170 /* this can happen during the initial context initialization */
171 return;
172 }
173
174 /* Do this here, not core Mesa, since this function is called from
175 * many places within the driver.
176 */
177 if (ctx->NewState & _NEW_BUFFERS) {
178 /* this updates the DrawBuffer->_NumColorDrawBuffers fields, etc */
179 _mesa_update_framebuffer(ctx);
180 /* this updates the DrawBuffer's Width/Height if it's a FBO */
181 _mesa_update_draw_buffer_bounds(ctx);
182 }
183
184 if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
185 /* this may occur when we're called by glBindFrameBuffer() during
186 * the process of someone setting up renderbuffers, etc.
187 */
188 /*_mesa_debug(ctx, "DrawBuffer: incomplete user FBO\n");*/
189 return;
190 }
191
192 /* How many color buffers are we drawing into?
193 *
194 * If there are zero buffers or the buffer is too big, don't configure any
195 * regions for hardware drawing. We'll fallback to software below. Not
196 * having regions set makes some of the software fallback paths faster.
197 */
198 if ((fb->Width > ctx->Const.MaxRenderbufferSize)
199 || (fb->Height > ctx->Const.MaxRenderbufferSize)
200 || (fb->_NumColorDrawBuffers == 0)) {
201 /* writing to 0 */
202 colorRegions[0] = NULL;
203 intel->constant_cliprect = GL_TRUE;
204 }
205 else if (fb->_NumColorDrawBuffers > 1) {
206 int i;
207 struct intel_renderbuffer *irb;
208
209 for (i = 0; i < fb->_NumColorDrawBuffers; i++) {
210 irb = intel_renderbuffer(fb->_ColorDrawBuffers[i]);
211 colorRegions[i] = irb ? irb->region : NULL;
212 }
213 intel->constant_cliprect = GL_TRUE;
214 }
215 else {
216 /* Get the intel_renderbuffer for the single colorbuffer we're drawing
217 * into, and set up cliprects if it's a DRI1 window front buffer.
218 */
219 if (fb->Name == 0) {
220 intel->constant_cliprect = intel->driScreen->dri2.enabled;
221 /* drawing to window system buffer */
222 if (fb->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT) {
223 if (!intel->constant_cliprect && !intel->front_cliprects)
224 intel_batchbuffer_flush(intel->batch);
225 intel->front_cliprects = GL_TRUE;
226 colorRegions[0] = intel_get_rb_region(fb, BUFFER_FRONT_LEFT);
227 }
228 else {
229 if (!intel->constant_cliprect && intel->front_cliprects)
230 intel_batchbuffer_flush(intel->batch);
231 intel->front_cliprects = GL_FALSE;
232 colorRegions[0] = intel_get_rb_region(fb, BUFFER_BACK_LEFT);
233 }
234 }
235 else {
236 /* drawing to user-created FBO */
237 struct intel_renderbuffer *irb;
238 irb = intel_renderbuffer(fb->_ColorDrawBuffers[0]);
239 colorRegions[0] = (irb && irb->region) ? irb->region : NULL;
240 intel->constant_cliprect = GL_TRUE;
241 }
242 }
243
244 if (!colorRegions[0]) {
245 FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, GL_TRUE);
246 }
247 else {
248 FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, GL_FALSE);
249 }
250
251 /***
252 *** Get depth buffer region and check if we need a software fallback.
253 *** Note that the depth buffer is usually a DEPTH_STENCIL buffer.
254 ***/
255 if (fb->_DepthBuffer && fb->_DepthBuffer->Wrapped) {
256 irbDepth = intel_renderbuffer(fb->_DepthBuffer->Wrapped);
257 if (irbDepth && irbDepth->region) {
258 FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_FALSE);
259 depthRegion = irbDepth->region;
260 }
261 else {
262 FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_TRUE);
263 depthRegion = NULL;
264 }
265 }
266 else {
267 /* not using depth buffer */
268 FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_FALSE);
269 depthRegion = NULL;
270 }
271
272 /***
273 *** Stencil buffer
274 *** This can only be hardware accelerated if we're using a
275 *** combined DEPTH_STENCIL buffer.
276 ***/
277 if (fb->_StencilBuffer && fb->_StencilBuffer->Wrapped) {
278 irbStencil = intel_renderbuffer(fb->_StencilBuffer->Wrapped);
279 if (irbStencil && irbStencil->region) {
280 ASSERT(irbStencil->Base.Format == MESA_FORMAT_S8_Z24);
281 FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_FALSE);
282 }
283 else {
284 FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_TRUE);
285 }
286 }
287 else {
288 /* XXX FBO: instead of FALSE, pass ctx->Stencil._Enabled ??? */
289 FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_FALSE);
290 }
291
292 /*
293 * Update depth and stencil test state
294 */
295 if (ctx->Driver.Enable) {
296 ctx->Driver.Enable(ctx, GL_DEPTH_TEST,
297 (ctx->Depth.Test && fb->Visual.depthBits > 0));
298 ctx->Driver.Enable(ctx, GL_STENCIL_TEST,
299 (ctx->Stencil.Enabled && fb->Visual.stencilBits > 0));
300 }
301 else {
302 /* Mesa's Stencil._Enabled field is updated when
303 * _NEW_BUFFERS | _NEW_STENCIL, but i965 code assumes that the value
304 * only changes with _NEW_STENCIL (which seems sensible). So flag it
305 * here since this is the _NEW_BUFFERS path.
306 */
307 ctx->NewState |= (_NEW_DEPTH | _NEW_STENCIL);
308 }
309
310 intel->vtbl.set_draw_region(intel, colorRegions, depthRegion,
311 fb->_NumColorDrawBuffers);
312
313 /* update viewport since it depends on window size */
314 #ifdef I915
315 intelCalcViewport(ctx);
316 #else
317 ctx->NewState |= _NEW_VIEWPORT;
318 #endif
319 /* Set state we know depends on drawable parameters:
320 */
321 if (ctx->Driver.Scissor)
322 ctx->Driver.Scissor(ctx, ctx->Scissor.X, ctx->Scissor.Y,
323 ctx->Scissor.Width, ctx->Scissor.Height);
324 intel->NewGLState |= _NEW_SCISSOR;
325
326 if (ctx->Driver.DepthRange)
327 ctx->Driver.DepthRange(ctx,
328 ctx->Viewport.Near,
329 ctx->Viewport.Far);
330
331 /* Update culling direction which changes depending on the
332 * orientation of the buffer:
333 */
334 if (ctx->Driver.FrontFace)
335 ctx->Driver.FrontFace(ctx, ctx->Polygon.FrontFace);
336 else
337 ctx->NewState |= _NEW_POLYGON;
338 }
339
340
341 static void
342 intelDrawBuffer(GLcontext * ctx, GLenum mode)
343 {
344 if ((ctx->DrawBuffer != NULL) && (ctx->DrawBuffer->Name == 0)) {
345 struct intel_context *const intel = intel_context(ctx);
346 const GLboolean was_front_buffer_rendering =
347 intel->is_front_buffer_rendering;
348
349 intel->is_front_buffer_rendering = (mode == GL_FRONT_LEFT)
350 || (mode == GL_FRONT);
351
352 /* If we weren't front-buffer rendering before but we are now, make sure
353 * that the front-buffer has actually been allocated.
354 */
355 if (!was_front_buffer_rendering && intel->is_front_buffer_rendering) {
356 intel_update_renderbuffers(intel->driContext,
357 intel->driContext->driDrawablePriv);
358 }
359 }
360
361 intel_draw_buffer(ctx, ctx->DrawBuffer);
362 }
363
364
365 static void
366 intelReadBuffer(GLcontext * ctx, GLenum mode)
367 {
368 if ((ctx->DrawBuffer != NULL) && (ctx->DrawBuffer->Name == 0)) {
369 struct intel_context *const intel = intel_context(ctx);
370 const GLboolean was_front_buffer_reading =
371 intel->is_front_buffer_reading;
372
373 intel->is_front_buffer_reading = (mode == GL_FRONT_LEFT)
374 || (mode == GL_FRONT);
375
376 /* If we weren't front-buffer reading before but we are now, make sure
377 * that the front-buffer has actually been allocated.
378 */
379 if (!was_front_buffer_reading && intel->is_front_buffer_reading) {
380 intel_update_renderbuffers(intel->driContext,
381 intel->driContext->driDrawablePriv);
382 }
383 }
384
385 if (ctx->ReadBuffer == ctx->DrawBuffer) {
386 /* This will update FBO completeness status.
387 * A framebuffer will be incomplete if the GL_READ_BUFFER setting
388 * refers to a missing renderbuffer. Calling glReadBuffer can set
389 * that straight and can make the drawing buffer complete.
390 */
391 intel_draw_buffer(ctx, ctx->DrawBuffer);
392 }
393 /* Generally, functions which read pixels (glReadPixels, glCopyPixels, etc)
394 * reference ctx->ReadBuffer and do appropriate state checks.
395 */
396 }
397
398
399 void
400 intelInitBufferFuncs(struct dd_function_table *functions)
401 {
402 functions->DrawBuffer = intelDrawBuffer;
403 functions->ReadBuffer = intelReadBuffer;
404 }