mesa: Make core Mesa allocate the texture renderbuffer wrapper.

Every driver did the same thing.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Eric Anholt
2013-04-22 10:38:41 -07:00
parent 5b9609f59a
commit 749a92786d
8 changed files with 56 additions and 101 deletions

View File

@@ -606,28 +606,13 @@ intel_render_texture(struct gl_context * ctx,
/* Fallback on drawing to a texture that doesn't have a miptree
* (has a border, width/height 0, etc.)
*/
_mesa_reference_renderbuffer(&att->Renderbuffer, NULL);
_swrast_render_texture(ctx, fb, att);
return;
}
else if (!irb) {
intel_miptree_check_level_layer(mt, att->TextureLevel, layer);
irb = (struct intel_renderbuffer *)intel_new_renderbuffer(ctx, ~0);
if (irb) {
/* bind the wrapper to the attachment point */
_mesa_reference_renderbuffer(&att->Renderbuffer, &irb->Base.Base);
}
else {
/* fallback to software rendering */
_swrast_render_texture(ctx, fb, att);
return;
}
}
intel_miptree_check_level_layer(mt, att->TextureLevel, layer);
if (!intel_renderbuffer_update_wrapper(intel, irb, image, layer)) {
_mesa_reference_renderbuffer(&att->Renderbuffer, NULL);
_swrast_render_texture(ctx, fb, att);
return;
}

View File

@@ -270,16 +270,6 @@ nouveau_render_texture(struct gl_context *ctx, struct gl_framebuffer *fb,
struct gl_texture_image *ti =
att->Texture->Image[att->CubeMapFace][att->TextureLevel];
/* Allocate a renderbuffer object for the texture if we
* haven't already done so. */
if (!rb) {
rb = nouveau_renderbuffer_new(ctx, ~0);
assert(rb);
rb->AllocStorage = NULL;
_mesa_reference_renderbuffer(&att->Renderbuffer, rb);
}
/* Update the renderbuffer fields from the texture. */
set_renderbuffer_format(rb, get_tex_format(ti));
rb->Width = ti->Width;

View File

@@ -835,25 +835,11 @@ radeon_render_texture(struct gl_context * ctx,
if (!radeon_image->mt) {
/* Fallback on drawing to a texture without a miptree.
*/
_mesa_reference_renderbuffer(&att->Renderbuffer, NULL);
_swrast_render_texture(ctx, fb, att);
return;
}
else if (!rrb) {
rrb = radeon_wrap_texture(ctx, newImage);
if (rrb) {
/* bind the wrapper to the attachment point */
_mesa_reference_renderbuffer(&att->Renderbuffer, &rrb->base.Base);
}
else {
/* fallback to software rendering */
_swrast_render_texture(ctx, fb, att);
return;
}
}
if (!radeon_update_wrapper(ctx, rrb, newImage)) {
_mesa_reference_renderbuffer(&att->Renderbuffer, NULL);
_swrast_render_texture(ctx, fb, att);
return;
}

View File

@@ -341,6 +341,47 @@ _mesa_remove_attachment(struct gl_context *ctx,
att->Complete = GL_TRUE;
}
/**
* Create a renderbuffer which will be set up by the driver to wrap the
* texture image slice.
*
* By using a gl_renderbuffer (like user-allocated renderbuffers), drivers get
* to share most of their framebuffer rendering code between winsys,
* renderbuffer, and texture attachments.
*
* The allocated renderbuffer uses a non-zero Name so that drivers can check
* it for determining vertical orientation, but we use ~0 to make it fairly
* unambiguous with actual user (non-texture) renderbuffers.
*/
void
_mesa_update_texture_renderbuffer(struct gl_context *ctx,
struct gl_framebuffer *fb,
struct gl_renderbuffer_attachment *att)
{
struct gl_texture_image *texImage;
struct gl_renderbuffer *rb;
texImage = _mesa_get_attachment_teximage(att);
if (!texImage)
return;
rb = att->Renderbuffer;
if (!rb) {
rb = ctx->Driver.NewRenderbuffer(ctx, ~0);
if (!rb) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glFramebufferTexture()");
return;
}
_mesa_reference_renderbuffer(&att->Renderbuffer, rb);
/* This can't get called on a texture renderbuffer, so set it to NULL
* for clarity compared to user renderbuffers.
*/
rb->AllocStorage = NULL;
}
ctx->Driver.RenderTexture(ctx, fb, att);
}
/**
* Bind a texture object to an attachment point.
@@ -369,6 +410,7 @@ _mesa_set_texture_attachment(struct gl_context *ctx,
assert(!att->Texture);
_mesa_reference_texobj(&att->Texture, texObj);
}
invalidate_framebuffer(fb);
/* always update these fields */
att->TextureLevel = level;
@@ -377,11 +419,7 @@ _mesa_set_texture_attachment(struct gl_context *ctx,
att->Layered = layered;
att->Complete = GL_FALSE;
if (_mesa_get_attachment_teximage(att)) {
ctx->Driver.RenderTexture(ctx, fb, att);
}
invalidate_framebuffer(fb);
_mesa_update_texture_renderbuffer(ctx, fb, att);
}

View File

@@ -107,6 +107,11 @@ _mesa_set_renderbuffer_attachment(struct gl_context *ctx,
struct gl_renderbuffer_attachment *att,
struct gl_renderbuffer *rb);
void
_mesa_update_texture_renderbuffer(struct gl_context *ctx,
struct gl_framebuffer *fb,
struct gl_renderbuffer_attachment *att);
extern void
_mesa_framebuffer_renderbuffer(struct gl_context *ctx,
struct gl_framebuffer *fb,

View File

@@ -2760,8 +2760,7 @@ check_rtt_cb(GLuint key, void *data, void *userData)
att->TextureLevel == level &&
att->CubeMapFace == face) {
ASSERT(_mesa_get_attachment_teximage(att));
/* Tell driver about the new renderbuffer texture */
ctx->Driver.RenderTexture(ctx, ctx->DrawBuffer, att);
_mesa_update_texture_renderbuffer(ctx, ctx->DrawBuffer, att);
/* Mark fb status as indeterminate to force re-validation */
fb->_Status = 0;
}

View File

@@ -390,8 +390,8 @@ st_render_texture(struct gl_context *ctx,
{
struct st_context *st = st_context(ctx);
struct pipe_context *pipe = st->pipe;
struct st_renderbuffer *strb;
struct gl_renderbuffer *rb;
struct gl_renderbuffer *rb = att->Renderbuffer;
struct st_renderbuffer *strb = st_renderbuffer(rb);
struct pipe_resource *pt;
struct st_texture_object *stObj;
const struct gl_texture_image *texImage;
@@ -406,24 +406,6 @@ st_render_texture(struct gl_context *ctx,
/* get pointer to texture image we're rendeing to */
texImage = _mesa_get_attachment_teximage(att);
/* create new renderbuffer which wraps the texture image.
* Use the texture's name as the renderbuffer's name so that we have
* something that's non-zero (to determine vertical orientation) and
* possibly helpful for debugging.
*/
rb = st_new_renderbuffer(ctx, att->Texture->Name);
if (!rb) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glFramebufferTexture()");
return;
}
_mesa_reference_renderbuffer(&att->Renderbuffer, rb);
assert(rb->RefCount == 1);
rb->AllocStorage = NULL; /* should not get called */
strb = st_renderbuffer(rb);
assert(strb->Base.RefCount > 0);
/* get the texture for the texture object */
stObj = st_texture_object(att->Texture);

View File

@@ -22,37 +22,6 @@ delete_texture_wrapper(struct gl_context *ctx, struct gl_renderbuffer *rb)
free(rb);
}
/**
* This function creates a renderbuffer object which wraps a texture image.
* The new renderbuffer is plugged into the given attachment point.
* This allows rendering into the texture as if it were a renderbuffer.
*/
static void
wrap_texture(struct gl_context *ctx, struct gl_renderbuffer_attachment *att)
{
struct gl_renderbuffer *rb;
const GLuint name = 0;
ASSERT(att->Type == GL_TEXTURE);
ASSERT(att->Renderbuffer == NULL);
rb = ctx->Driver.NewRenderbuffer(ctx, name);
if (!rb) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "wrap_texture");
return;
}
/* init base gl_renderbuffer fields */
_mesa_init_renderbuffer(rb, name);
/* plug in our texture_renderbuffer-specific functions */
rb->Delete = delete_texture_wrapper;
rb->AllocStorage = NULL; /* illegal! */
/* update attachment point */
_mesa_reference_renderbuffer(&att->Renderbuffer, rb);
}
/**
* Update the renderbuffer wrapper for rendering to a texture.
* For example, update the width, height of the RB based on the texture size,
@@ -116,11 +85,12 @@ _swrast_render_texture(struct gl_context *ctx,
struct gl_framebuffer *fb,
struct gl_renderbuffer_attachment *att)
{
struct gl_renderbuffer *rb = att->Renderbuffer;
(void) fb;
if (!att->Renderbuffer) {
wrap_texture(ctx, att);
}
/* plug in our texture_renderbuffer-specific functions */
rb->Delete = delete_texture_wrapper;
update_wrapper(ctx, att);
}