intel: Allocate region for separate stencil buffer

... in intel_alloc_renderbuffer_storage().  The stencil buffer has quirky
pitch requirements, so its region allocation is a special case.

Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Chad Versace <chad@chad-versace.us>
This commit is contained in:
Chad Versace
2011-05-23 13:47:35 -07:00
parent b5c847c7ca
commit 1a1411e09b

View File

@@ -129,7 +129,12 @@ intel_alloc_renderbuffer_storage(struct gl_context * ctx, struct gl_renderbuffer
case GL_STENCIL_INDEX8_EXT:
case GL_STENCIL_INDEX16_EXT:
/* These aren't actual texture formats, so force them here. */
rb->Format = MESA_FORMAT_S8_Z24;
if (intel->has_separate_stencil) {
rb->Format = MESA_FORMAT_S8;
} else {
assert(!intel->must_use_separate_stencil);
rb->Format = MESA_FORMAT_S8_Z24;
}
break;
}
@@ -154,14 +159,36 @@ intel_alloc_renderbuffer_storage(struct gl_context * ctx, struct gl_renderbuffer
GLenum base_format = _mesa_get_format_base_format(rb->Format);
if (intel->gen >= 4 && (base_format == GL_DEPTH_COMPONENT ||
base_format == GL_STENCIL_INDEX ||
base_format == GL_DEPTH_STENCIL))
tiling = I915_TILING_Y;
else
tiling = I915_TILING_X;
}
irb->region = intel_region_alloc(intel->intelScreen, tiling, cpp,
width, height, GL_TRUE);
if (irb->Base.Format == MESA_FORMAT_S8) {
/*
* The stencil buffer has quirky pitch requirements. From Vol 2a,
* 11.5.6.2.1 3DSTATE_STENCIL_BUFFER, field "Surface Pitch":
* The pitch must be set to 2x the value computed based on width, as
* the stencil buffer is stored with two rows interleaved.
* To accomplish this, we resort to the nasty hack of doubling the drm
* region's cpp and halving its height.
*
* If we neglect to double the pitch, then drm_intel_gem_bo_map_gtt()
* maps the memory incorrectly.
*/
irb->region = intel_region_alloc(intel->intelScreen,
I915_TILING_Y,
cpp * 2,
width,
height / 2,
GL_TRUE);
} else {
irb->region = intel_region_alloc(intel->intelScreen, tiling, cpp,
width, height, GL_TRUE);
}
if (!irb->region)
return GL_FALSE; /* out of memory? */