Move i915tex driver into place as just i915.
This commit is contained in:
409
src/mesa/drivers/dri/i915/intel_span.c
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409
src/mesa/drivers/dri/i915/intel_span.c
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/**************************************************************************
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*
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* Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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#include "glheader.h"
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#include "macros.h"
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#include "mtypes.h"
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#include "colormac.h"
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#include "intel_fbo.h"
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#include "intel_screen.h"
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#include "intel_span.h"
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#include "intel_regions.h"
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#include "intel_ioctl.h"
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#include "intel_tex.h"
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#include "swrast/swrast.h"
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/*
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break intelWriteRGBASpan_ARGB8888
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*/
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#undef DBG
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#define DBG 0
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#define LOCAL_VARS \
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struct intel_context *intel = intel_context(ctx); \
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struct intel_renderbuffer *irb = intel_renderbuffer(rb); \
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const GLint yScale = irb->RenderToTexture ? 1 : -1; \
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const GLint yBias = irb->RenderToTexture ? 0 : irb->Base.Height - 1; \
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GLubyte *buf = (GLubyte *) irb->pfMap \
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+ (intel->drawY * irb->pfPitch + intel->drawX) * irb->region->cpp;\
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GLuint p; \
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assert(irb->pfMap);\
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(void) p;
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/* XXX FBO: this is identical to the macro in spantmp2.h except we get
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* the cliprect info from the context, not the driDrawable.
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* Move this into spantmp2.h someday.
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*/
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#define HW_CLIPLOOP() \
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do { \
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int _nc = intel->numClipRects; \
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while ( _nc-- ) { \
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int minx = intel->pClipRects[_nc].x1 - intel->drawX; \
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int miny = intel->pClipRects[_nc].y1 - intel->drawY; \
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int maxx = intel->pClipRects[_nc].x2 - intel->drawX; \
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int maxy = intel->pClipRects[_nc].y2 - intel->drawY;
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#define Y_FLIP(_y) ((_y) * yScale + yBias)
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#define HW_LOCK()
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#define HW_UNLOCK()
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/* 16 bit, RGB565 color spanline and pixel functions
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*/
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#define SPANTMP_PIXEL_FMT GL_RGB
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#define SPANTMP_PIXEL_TYPE GL_UNSIGNED_SHORT_5_6_5
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#define TAG(x) intel##x##_RGB565
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#define TAG2(x,y) intel##x##_RGB565##y
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#define GET_PTR(X,Y) (buf + ((Y) * irb->pfPitch + (X)) * 2)
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#include "spantmp2.h"
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/* 32 bit, ARGB8888 color spanline and pixel functions
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*/
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#define SPANTMP_PIXEL_FMT GL_BGRA
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#define SPANTMP_PIXEL_TYPE GL_UNSIGNED_INT_8_8_8_8_REV
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#define TAG(x) intel##x##_ARGB8888
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#define TAG2(x,y) intel##x##_ARGB8888##y
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#define GET_PTR(X,Y) (buf + ((Y) * irb->pfPitch + (X)) * 4)
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#include "spantmp2.h"
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#define LOCAL_DEPTH_VARS \
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struct intel_context *intel = intel_context(ctx); \
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struct intel_renderbuffer *irb = intel_renderbuffer(rb); \
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const GLuint pitch = irb->pfPitch/***XXX region->pitch*/; /* in pixels */ \
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const GLint yScale = irb->RenderToTexture ? 1 : -1; \
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const GLint yBias = irb->RenderToTexture ? 0 : irb->Base.Height - 1; \
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char *buf = (char *) irb->pfMap/*XXX use region->map*/ + \
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(intel->drawY * pitch + intel->drawX) * irb->region->cpp;
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#define LOCAL_STENCIL_VARS LOCAL_DEPTH_VARS
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/**
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** 16-bit depthbuffer functions.
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**/
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#define WRITE_DEPTH( _x, _y, d ) \
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((GLushort *)buf)[(_x) + (_y) * pitch] = d;
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#define READ_DEPTH( d, _x, _y ) \
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d = ((GLushort *)buf)[(_x) + (_y) * pitch];
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#define TAG(x) intel##x##_z16
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#include "depthtmp.h"
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/**
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** 24/8-bit interleaved depth/stencil functions
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** Note: we're actually reading back combined depth+stencil values.
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** The wrappers in main/depthstencil.c are used to extract the depth
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** and stencil values.
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**/
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/* Change ZZZS -> SZZZ */
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#define WRITE_DEPTH( _x, _y, d ) { \
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GLuint tmp = ((d) >> 8) | ((d) << 24); \
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((GLuint *)buf)[(_x) + (_y) * pitch] = tmp; \
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}
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/* Change SZZZ -> ZZZS */
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#define READ_DEPTH( d, _x, _y ) { \
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GLuint tmp = ((GLuint *)buf)[(_x) + (_y) * pitch]; \
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d = (tmp << 8) | (tmp >> 24); \
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}
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#define TAG(x) intel##x##_z24_s8
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#include "depthtmp.h"
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/**
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** 8-bit stencil function (XXX FBO: This is obsolete)
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**/
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#define WRITE_STENCIL( _x, _y, d ) { \
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GLuint tmp = ((GLuint *)buf)[(_x) + (_y) * pitch]; \
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tmp &= 0xffffff; \
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tmp |= ((d) << 24); \
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((GLuint *) buf)[(_x) + (_y) * pitch] = tmp; \
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}
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#define READ_STENCIL( d, _x, _y ) \
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d = ((GLuint *)buf)[(_x) + (_y) * pitch] >> 24;
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#define TAG(x) intel##x##_z24_s8
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#include "stenciltmp.h"
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/**
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* Map or unmap all the renderbuffers which we may need during
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* software rendering.
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* XXX in the future, we could probably convey extra information to
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* reduce the number of mappings needed. I.e. if doing a glReadPixels
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* from the depth buffer, we really only need one mapping.
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*
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* XXX Rewrite this function someday.
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* We can probably just loop over all the renderbuffer attachments,
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* map/unmap all of them, and not worry about the _ColorDrawBuffers
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* _ColorReadBuffer, _DepthBuffer or _StencilBuffer fields.
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*/
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static void
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intel_map_unmap_buffers(struct intel_context *intel, GLboolean map)
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{
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GLcontext *ctx = &intel->ctx;
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GLuint i, j;
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struct intel_renderbuffer *irb;
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/* color draw buffers */
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for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
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for (j = 0; j < ctx->DrawBuffer->_NumColorDrawBuffers[i]; j++) {
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struct gl_renderbuffer *rb =
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ctx->DrawBuffer->_ColorDrawBuffers[i][j];
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irb = intel_renderbuffer(rb);
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if (irb) {
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/* this is a user-created intel_renderbuffer */
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if (irb->region) {
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if (map)
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intel_region_map(intel->intelScreen, irb->region);
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else
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intel_region_unmap(intel->intelScreen, irb->region);
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irb->pfMap = irb->region->map;
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irb->pfPitch = irb->region->pitch;
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}
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}
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}
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}
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/* check for render to textures */
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for (i = 0; i < BUFFER_COUNT; i++) {
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struct gl_renderbuffer_attachment *att =
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ctx->DrawBuffer->Attachment + i;
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struct gl_texture_object *tex = att->Texture;
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if (tex) {
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/* render to texture */
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ASSERT(att->Renderbuffer);
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if (map) {
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struct gl_texture_image *texImg;
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texImg = tex->Image[att->CubeMapFace][att->TextureLevel];
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intel_tex_map_images(intel, intel_texture_object(tex));
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}
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else {
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intel_tex_unmap_images(intel, intel_texture_object(tex));
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}
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}
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}
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/* color read buffers */
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irb = intel_renderbuffer(ctx->ReadBuffer->_ColorReadBuffer);
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if (irb && irb->region) {
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if (map)
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intel_region_map(intel->intelScreen, irb->region);
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else
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intel_region_unmap(intel->intelScreen, irb->region);
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irb->pfMap = irb->region->map;
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irb->pfPitch = irb->region->pitch;
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}
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/* Account for front/back color page flipping.
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* The span routines use the pfMap and pfPitch fields which will
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* swap the front/back region map/pitch if we're page flipped.
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* Do this after mapping, above, so the map field is valid.
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*/
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#if 0
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if (map && ctx->DrawBuffer->Name == 0) {
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struct intel_renderbuffer *irbFront
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= intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_FRONT_LEFT);
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struct intel_renderbuffer *irbBack
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= intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_BACK_LEFT);
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if (irbBack) {
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/* double buffered */
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if (intel->sarea->pf_current_page == 0) {
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irbFront->pfMap = irbFront->region->map;
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irbFront->pfPitch = irbFront->region->pitch;
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irbBack->pfMap = irbBack->region->map;
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irbBack->pfPitch = irbBack->region->pitch;
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}
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else {
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irbFront->pfMap = irbBack->region->map;
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irbFront->pfPitch = irbBack->region->pitch;
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irbBack->pfMap = irbFront->region->map;
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irbBack->pfPitch = irbFront->region->pitch;
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}
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}
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}
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#endif
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/* depth buffer (Note wrapper!) */
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if (ctx->DrawBuffer->_DepthBuffer) {
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irb = intel_renderbuffer(ctx->DrawBuffer->_DepthBuffer->Wrapped);
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if (irb && irb->region && irb->Base.Name != 0) {
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if (map) {
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intel_region_map(intel->intelScreen, irb->region);
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irb->pfMap = irb->region->map;
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irb->pfPitch = irb->region->pitch;
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}
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else {
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intel_region_unmap(intel->intelScreen, irb->region);
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irb->pfMap = NULL;
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irb->pfPitch = 0;
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}
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}
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}
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/* stencil buffer (Note wrapper!) */
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if (ctx->DrawBuffer->_StencilBuffer) {
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irb = intel_renderbuffer(ctx->DrawBuffer->_StencilBuffer->Wrapped);
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if (irb && irb->region && irb->Base.Name != 0) {
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if (map) {
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intel_region_map(intel->intelScreen, irb->region);
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irb->pfMap = irb->region->map;
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irb->pfPitch = irb->region->pitch;
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}
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else {
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intel_region_unmap(intel->intelScreen, irb->region);
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irb->pfMap = NULL;
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irb->pfPitch = 0;
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}
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}
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}
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}
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/**
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* Prepare for softare rendering. Map current read/draw framebuffers'
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* renderbuffes and all currently bound texture objects.
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*
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* Old note: Moved locking out to get reasonable span performance.
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*/
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void
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intelSpanRenderStart(GLcontext * ctx)
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{
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struct intel_context *intel = intel_context(ctx);
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GLuint i;
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intelFinish(&intel->ctx);
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LOCK_HARDWARE(intel);
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#if 0
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/* Just map the framebuffer and all textures. Bufmgr code will
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* take care of waiting on the necessary fences:
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*/
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intel_region_map(intel->intelScreen, intel->front_region);
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intel_region_map(intel->intelScreen, intel->back_region);
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intel_region_map(intel->intelScreen, intel->intelScreen->depth_region);
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#endif
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for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
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if (ctx->Texture.Unit[i]._ReallyEnabled) {
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struct gl_texture_object *texObj = ctx->Texture.Unit[i]._Current;
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intel_tex_map_images(intel, intel_texture_object(texObj));
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}
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}
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intel_map_unmap_buffers(intel, GL_TRUE);
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}
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/**
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* Called when done softare rendering. Unmap the buffers we mapped in
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* the above function.
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*/
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void
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intelSpanRenderFinish(GLcontext * ctx)
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{
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struct intel_context *intel = intel_context(ctx);
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GLuint i;
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_swrast_flush(ctx);
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/* Now unmap the framebuffer:
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*/
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#if 0
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intel_region_unmap(intel, intel->front_region);
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intel_region_unmap(intel, intel->back_region);
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intel_region_unmap(intel, intel->intelScreen->depth_region);
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#endif
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for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
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if (ctx->Texture.Unit[i]._ReallyEnabled) {
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struct gl_texture_object *texObj = ctx->Texture.Unit[i]._Current;
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intel_tex_unmap_images(intel, intel_texture_object(texObj));
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}
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}
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intel_map_unmap_buffers(intel, GL_FALSE);
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UNLOCK_HARDWARE(intel);
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}
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void
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intelInitSpanFuncs(GLcontext * ctx)
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{
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struct swrast_device_driver *swdd = _swrast_GetDeviceDriverReference(ctx);
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swdd->SpanRenderStart = intelSpanRenderStart;
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swdd->SpanRenderFinish = intelSpanRenderFinish;
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}
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/**
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* Plug in appropriate span read/write functions for the given renderbuffer.
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* These are used for the software fallbacks.
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*/
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void
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intel_set_span_functions(struct gl_renderbuffer *rb)
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{
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if (rb->_ActualFormat == GL_RGB5) {
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/* 565 RGB */
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intelInitPointers_RGB565(rb);
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}
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else if (rb->_ActualFormat == GL_RGBA8) {
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/* 8888 RGBA */
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intelInitPointers_ARGB8888(rb);
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}
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else if (rb->_ActualFormat == GL_DEPTH_COMPONENT16) {
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intelInitDepthPointers_z16(rb);
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}
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else if (rb->_ActualFormat == GL_DEPTH_COMPONENT24 || /* XXX FBO remove */
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rb->_ActualFormat == GL_DEPTH24_STENCIL8_EXT) {
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intelInitDepthPointers_z24_s8(rb);
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}
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else if (rb->_ActualFormat == GL_STENCIL_INDEX8_EXT) { /* XXX FBO remove */
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intelInitStencilPointers_z24_s8(rb);
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}
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else {
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_mesa_problem(NULL,
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"Unexpected _ActualFormat in intelSetSpanFunctions");
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}
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}
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