intel: Do the drawable x/y offset in intel_renderbuffer_map() for spans.

We were mapping the renderbuffer once, then walking over all the
buffers to map just the texture ones using the other texture mapping
function that handled the x/y offset to the image in the region.  But
then we would go and overwrite *those* mappings with the original
mappings for depth/stencil, which was wrong.

Instead, just walk over the attachments once and map the attachments.
Wasn't that easy?
This commit is contained in:
Eric Anholt
2011-05-31 15:38:17 -07:00
parent fb60e2061b
commit ef0d548838

View File

@@ -185,10 +185,16 @@ intel_renderbuffer_map(struct intel_context *intel, struct gl_renderbuffer *rb)
rb->Data = irb->region->buffer->virtual;
rb->RowStride = irb->region->pitch;
/* Flip orientation if it's the window system buffer */
if (!rb->Name) {
/* Flip orientation of the window system buffer */
rb->Data += rb->RowStride * (irb->region->height - 1) * irb->region->cpp;
rb->RowStride = -rb->RowStride;
} else {
/* Adjust the base pointer of a texture image drawbuffer to the image
* within the miptree region (all else has draw_x/y = 0).
*/
rb->Data += irb->draw_x * irb->region->cpp;
rb->Data += irb->draw_y * rb->RowStride * irb->region->cpp;
}
intel_set_span_functions(intel, rb);
@@ -211,73 +217,28 @@ intel_renderbuffer_unmap(struct intel_context *intel,
rb->RowStride = 0;
}
/**
* Map or unmap all the renderbuffers which we may need during
* software rendering.
* XXX in the future, we could probably convey extra information to
* reduce the number of mappings needed. I.e. if doing a glReadPixels
* from the depth buffer, we really only need one mapping.
*
* XXX Rewrite this function someday.
* We can probably just loop over all the renderbuffer attachments,
* map/unmap all of them, and not worry about the _ColorDrawBuffers
* _ColorReadBuffer, _DepthBuffer or _StencilBuffer fields.
*/
static void
intel_map_unmap_framebuffer(struct intel_context *intel,
struct gl_framebuffer *fb,
GLboolean map)
intel_framebuffer_map(struct intel_context *intel, struct gl_framebuffer *fb)
{
GLuint i;
int i;
/* color draw buffers */
for (i = 0; i < fb->_NumColorDrawBuffers; i++) {
if (map)
intel_renderbuffer_map(intel, fb->_ColorDrawBuffers[i]);
else
intel_renderbuffer_unmap(intel, fb->_ColorDrawBuffers[i]);
}
/* color read buffer */
if (map)
intel_renderbuffer_map(intel, fb->_ColorReadBuffer);
else
intel_renderbuffer_unmap(intel, fb->_ColorReadBuffer);
/* check for render to textures */
for (i = 0; i < BUFFER_COUNT; i++) {
struct gl_renderbuffer_attachment *att =
fb->Attachment + i;
struct gl_texture_object *tex = att->Texture;
if (tex) {
/* render to texture */
ASSERT(att->Renderbuffer);
if (map)
intel_tex_map_images(intel, intel_texture_object(tex));
else
intel_tex_unmap_images(intel, intel_texture_object(tex));
}
}
/* depth buffer (Note wrapper!) */
if (fb->_DepthBuffer) {
if (map)
intel_renderbuffer_map(intel, fb->_DepthBuffer->Wrapped);
else
intel_renderbuffer_unmap(intel, fb->_DepthBuffer->Wrapped);
}
/* stencil buffer (Note wrapper!) */
if (fb->_StencilBuffer) {
if (map)
intel_renderbuffer_map(intel, fb->_StencilBuffer->Wrapped);
else
intel_renderbuffer_unmap(intel, fb->_StencilBuffer->Wrapped);
intel_renderbuffer_map(intel, fb->Attachment[i].Renderbuffer);
}
intel_check_front_buffer_rendering(intel);
}
static void
intel_framebuffer_unmap(struct intel_context *intel, struct gl_framebuffer *fb)
{
int i;
for (i = 0; i < BUFFER_COUNT; i++) {
intel_renderbuffer_unmap(intel, fb->Attachment[i].Renderbuffer);
}
}
/**
* Prepare for software rendering. Map current read/draw framebuffers'
* renderbuffes and all currently bound texture objects.
@@ -302,9 +263,10 @@ intelSpanRenderStart(struct gl_context * ctx)
}
}
intel_map_unmap_framebuffer(intel, ctx->DrawBuffer, GL_TRUE);
if (ctx->ReadBuffer != ctx->DrawBuffer)
intel_map_unmap_framebuffer(intel, ctx->ReadBuffer, GL_TRUE);
intel_framebuffer_map(intel, ctx->DrawBuffer);
if (ctx->ReadBuffer != ctx->DrawBuffer) {
intel_framebuffer_map(intel, ctx->ReadBuffer);
}
}
/**
@@ -326,9 +288,10 @@ intelSpanRenderFinish(struct gl_context * ctx)
}
}
intel_map_unmap_framebuffer(intel, ctx->DrawBuffer, GL_FALSE);
if (ctx->ReadBuffer != ctx->DrawBuffer)
intel_map_unmap_framebuffer(intel, ctx->ReadBuffer, GL_FALSE);
intel_framebuffer_unmap(intel, ctx->DrawBuffer);
if (ctx->ReadBuffer != ctx->DrawBuffer) {
intel_framebuffer_unmap(intel, ctx->ReadBuffer);
}
}