
On Mobile chipsets, we often enable PipeB instead of PipeA, but the test in here was insufficient, falling back to pipe A if the area intersection returned zero. Therefore, in the case where a window went off to the top of the left of the screen, it would freeze, waiting on the wrong vblank. Fix this mess by checking the sarea for a crtc being zero sized, and in that case always default to the other one.
779 lines
23 KiB
C
779 lines
23 KiB
C
/**************************************************************************
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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 "intel_screen.h"
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#include "intel_context.h"
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#include "intel_blit.h"
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#include "intel_buffers.h"
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#include "intel_chipset.h"
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#include "intel_depthstencil.h"
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#include "intel_fbo.h"
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#include "intel_regions.h"
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#include "intel_batchbuffer.h"
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#include "intel_reg.h"
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#include "main/context.h"
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#include "main/framebuffer.h"
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#include "swrast/swrast.h"
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#include "utils.h"
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#include "drirenderbuffer.h"
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#include "vblank.h"
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#include "i915_drm.h"
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#define FILE_DEBUG_FLAG DEBUG_BLIT
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/**
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* XXX move this into a new dri/common/cliprects.c file.
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*/
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GLboolean
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intel_intersect_cliprects(drm_clip_rect_t * dst,
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const drm_clip_rect_t * a,
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const drm_clip_rect_t * b)
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{
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GLint bx = b->x1;
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GLint by = b->y1;
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GLint bw = b->x2 - bx;
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GLint bh = b->y2 - by;
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if (bx < a->x1)
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bw -= a->x1 - bx, bx = a->x1;
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if (by < a->y1)
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bh -= a->y1 - by, by = a->y1;
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if (bx + bw > a->x2)
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bw = a->x2 - bx;
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if (by + bh > a->y2)
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bh = a->y2 - by;
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if (bw <= 0)
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return GL_FALSE;
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if (bh <= 0)
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return GL_FALSE;
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dst->x1 = bx;
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dst->y1 = by;
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dst->x2 = bx + bw;
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dst->y2 = by + bh;
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return GL_TRUE;
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}
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/**
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* Return pointer to current color drawing region, or NULL.
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*/
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struct intel_region *
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intel_drawbuf_region(struct intel_context *intel)
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{
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struct intel_renderbuffer *irbColor =
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intel_renderbuffer(intel->ctx.DrawBuffer->_ColorDrawBuffers[0]);
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if (irbColor)
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return irbColor->region;
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else
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return NULL;
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}
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/**
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* Return pointer to current color reading region, or NULL.
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*/
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struct intel_region *
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intel_readbuf_region(struct intel_context *intel)
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{
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struct intel_renderbuffer *irb
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= intel_renderbuffer(intel->ctx.ReadBuffer->_ColorReadBuffer);
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if (irb)
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return irb->region;
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else
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return NULL;
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}
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void
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intel_get_cliprects(struct intel_context *intel,
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struct drm_clip_rect **cliprects,
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unsigned int *num_cliprects,
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int *x_off, int *y_off)
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{
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__DRIdrawablePrivate *dPriv = intel->driDrawable;
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struct intel_framebuffer *intel_fb = dPriv->driverPrivate;
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if (intel->constant_cliprect) {
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/* FBO or DRI2 rendering, which can just use the fb's size. */
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intel->fboRect.x1 = 0;
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intel->fboRect.y1 = 0;
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intel->fboRect.x2 = intel->ctx.DrawBuffer->Width;
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intel->fboRect.y2 = intel->ctx.DrawBuffer->Height;
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*cliprects = &intel->fboRect;
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*num_cliprects = 1;
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*x_off = 0;
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*y_off = 0;
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} else if (intel->front_cliprects || dPriv->numBackClipRects == 0) {
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/* use the front clip rects */
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*cliprects = dPriv->pClipRects;
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*num_cliprects = dPriv->numClipRects;
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*x_off = dPriv->x;
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*y_off = dPriv->y;
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}
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else {
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/* use the back clip rects */
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*num_cliprects = dPriv->numBackClipRects;
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*cliprects = dPriv->pBackClipRects;
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*x_off = dPriv->backX;
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*y_off = dPriv->backY;
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}
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}
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/*
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* Correct a drawablePrivate's set of vblank flags WRT the current context.
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* When considering multiple crtcs.
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*/
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GLuint
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intelFixupVblank(struct intel_context *intel, __DRIdrawablePrivate *dPriv)
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{
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if (!intel->intelScreen->driScrnPriv->dri2.enabled &&
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intel->intelScreen->driScrnPriv->ddx_version.minor >= 7) {
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volatile drm_i915_sarea_t *sarea = intel->sarea;
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drm_clip_rect_t drw_rect = { .x1 = dPriv->x, .x2 = dPriv->x + dPriv->w,
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.y1 = dPriv->y, .y2 = dPriv->y + dPriv->h };
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drm_clip_rect_t planeA_rect = { .x1 = sarea->planeA_x, .y1 = sarea->planeA_y,
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.x2 = sarea->planeA_x + sarea->planeA_w,
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.y2 = sarea->planeA_y + sarea->planeA_h };
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drm_clip_rect_t planeB_rect = { .x1 = sarea->planeB_x, .y1 = sarea->planeB_y,
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.x2 = sarea->planeB_x + sarea->planeB_w,
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.y2 = sarea->planeB_y + sarea->planeB_h };
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GLint areaA = driIntersectArea( drw_rect, planeA_rect );
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GLint areaB = driIntersectArea( drw_rect, planeB_rect );
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GLuint flags = dPriv->vblFlags;
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/* Update vblank info
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*/
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if (areaB > areaA || (areaA == areaB && areaB > 0)) {
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flags = dPriv->vblFlags | VBLANK_FLAG_SECONDARY;
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} else {
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flags = dPriv->vblFlags & ~VBLANK_FLAG_SECONDARY;
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}
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return flags;
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} else {
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return dPriv->vblFlags & ~VBLANK_FLAG_SECONDARY;
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}
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}
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/**
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* This will be called whenever the currently bound window is moved/resized.
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* XXX: actually, it seems to NOT be called when the window is only moved (BP).
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*/
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void
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intelWindowMoved(struct intel_context *intel)
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{
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GLcontext *ctx = &intel->ctx;
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__DRIdrawablePrivate *dPriv = intel->driDrawable;
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struct intel_framebuffer *intel_fb = dPriv->driverPrivate;
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if (!intel->intelScreen->driScrnPriv->dri2.enabled &&
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intel->intelScreen->driScrnPriv->ddx_version.minor >= 7) {
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GLuint flags = intelFixupVblank(intel, dPriv);
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/* Do the stupid test: Is one of them actually disabled?
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*/
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if (sarea->planeA_w == 0 || sarea->planeA_h == 0) {
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flags = dPriv->vblFlags | VBLANK_FLAG_SECONDARY;
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} else if (sarea->planeB_w == 0 || sarea->planeB_h == 0) {
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flags = dPriv->vblFlags & ~VBLANK_FLAG_SECONDARY;
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}
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/* Check to see if we changed pipes */
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if (flags != dPriv->vblFlags && dPriv->vblFlags &&
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!(dPriv->vblFlags & VBLANK_FLAG_NO_IRQ)) {
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int64_t count;
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drmVBlank vbl;
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int i;
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/*
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* Deal with page flipping
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*/
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vbl.request.type = DRM_VBLANK_ABSOLUTE;
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if ( dPriv->vblFlags & VBLANK_FLAG_SECONDARY ) {
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vbl.request.type |= DRM_VBLANK_SECONDARY;
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}
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for (i = 0; i < 2; i++) {
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if (!intel_fb->color_rb[i] ||
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(intel_fb->vbl_waited - intel_fb->color_rb[i]->vbl_pending) <=
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(1<<23))
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continue;
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vbl.request.sequence = intel_fb->color_rb[i]->vbl_pending;
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drmWaitVBlank(intel->driFd, &vbl);
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}
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/*
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* Update msc_base from old pipe
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*/
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driDrawableGetMSC32(dPriv->driScreenPriv, dPriv, &count);
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dPriv->msc_base = count;
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/*
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* Then get new vblank_base and vblSeq values
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*/
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dPriv->vblFlags = flags;
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driGetCurrentVBlank(dPriv);
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dPriv->vblank_base = dPriv->vblSeq;
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intel_fb->vbl_waited = dPriv->vblSeq;
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for (i = 0; i < 2; i++) {
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if (intel_fb->color_rb[i])
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intel_fb->color_rb[i]->vbl_pending = intel_fb->vbl_waited;
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}
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}
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} else {
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dPriv->vblFlags &= ~VBLANK_FLAG_SECONDARY;
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}
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/* Update Mesa's notion of window size */
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driUpdateFramebufferSize(ctx, dPriv);
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intel_fb->Base.Initialized = GL_TRUE; /* XXX remove someday */
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/* Update hardware scissor */
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if (ctx->Driver.Scissor != NULL) {
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ctx->Driver.Scissor(ctx, ctx->Scissor.X, ctx->Scissor.Y,
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ctx->Scissor.Width, ctx->Scissor.Height);
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}
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/* Re-calculate viewport related state */
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if (ctx->Driver.DepthRange != NULL)
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ctx->Driver.DepthRange( ctx, ctx->Viewport.Near, ctx->Viewport.Far );
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}
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/* A true meta version of this would be very simple and additionally
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* machine independent. Maybe we'll get there one day.
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*/
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static void
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intelClearWithTris(struct intel_context *intel, GLbitfield mask)
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{
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GLcontext *ctx = &intel->ctx;
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struct gl_framebuffer *fb = ctx->DrawBuffer;
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GLuint buf;
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intel->vtbl.install_meta_state(intel);
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/* Back and stencil cliprects are the same. Try and do both
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* buffers at once:
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*/
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if (mask & (BUFFER_BIT_BACK_LEFT | BUFFER_BIT_STENCIL | BUFFER_BIT_DEPTH)) {
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struct intel_region *backRegion =
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intel_get_rb_region(fb, BUFFER_BACK_LEFT);
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struct intel_region *depthRegion =
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intel_get_rb_region(fb, BUFFER_DEPTH);
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intel->vtbl.meta_draw_region(intel, backRegion, depthRegion);
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if (mask & BUFFER_BIT_BACK_LEFT)
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intel->vtbl.meta_color_mask(intel, GL_TRUE);
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else
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intel->vtbl.meta_color_mask(intel, GL_FALSE);
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if (mask & BUFFER_BIT_STENCIL)
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intel->vtbl.meta_stencil_replace(intel,
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intel->ctx.Stencil.WriteMask[0],
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intel->ctx.Stencil.Clear);
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else
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intel->vtbl.meta_no_stencil_write(intel);
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if (mask & BUFFER_BIT_DEPTH)
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intel->vtbl.meta_depth_replace(intel);
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else
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intel->vtbl.meta_no_depth_write(intel);
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intel->vtbl.meta_draw_quad(intel,
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fb->_Xmin,
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fb->_Xmax,
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fb->_Ymin,
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fb->_Ymax,
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intel->ctx.Depth.Clear,
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intel->ClearColor8888,
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0, 0, 0, 0); /* texcoords */
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mask &= ~(BUFFER_BIT_BACK_LEFT | BUFFER_BIT_STENCIL | BUFFER_BIT_DEPTH);
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}
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/* clear the remaining (color) renderbuffers */
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for (buf = 0; buf < BUFFER_COUNT && mask; buf++) {
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const GLuint bufBit = 1 << buf;
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if (mask & bufBit) {
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struct intel_renderbuffer *irbColor =
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intel_renderbuffer(fb->Attachment[buf].Renderbuffer);
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ASSERT(irbColor);
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intel->vtbl.meta_no_depth_write(intel);
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intel->vtbl.meta_no_stencil_write(intel);
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intel->vtbl.meta_color_mask(intel, GL_TRUE);
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intel->vtbl.meta_draw_region(intel, irbColor->region, NULL);
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intel->vtbl.meta_draw_quad(intel,
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fb->_Xmin,
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fb->_Xmax,
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fb->_Ymin,
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fb->_Ymax,
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0, intel->ClearColor8888,
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0, 0, 0, 0); /* texcoords */
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mask &= ~bufBit;
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}
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}
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intel->vtbl.leave_meta_state(intel);
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}
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static const char *buffer_names[] = {
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[BUFFER_FRONT_LEFT] = "front",
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[BUFFER_BACK_LEFT] = "back",
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[BUFFER_FRONT_RIGHT] = "front right",
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[BUFFER_BACK_RIGHT] = "back right",
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[BUFFER_AUX0] = "aux0",
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[BUFFER_AUX1] = "aux1",
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[BUFFER_AUX2] = "aux2",
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[BUFFER_AUX3] = "aux3",
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[BUFFER_DEPTH] = "depth",
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[BUFFER_STENCIL] = "stencil",
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[BUFFER_ACCUM] = "accum",
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[BUFFER_COLOR0] = "color0",
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[BUFFER_COLOR1] = "color1",
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[BUFFER_COLOR2] = "color2",
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[BUFFER_COLOR3] = "color3",
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[BUFFER_COLOR4] = "color4",
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[BUFFER_COLOR5] = "color5",
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[BUFFER_COLOR6] = "color6",
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[BUFFER_COLOR7] = "color7",
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};
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/**
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* Called by ctx->Driver.Clear.
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*/
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static void
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intelClear(GLcontext *ctx, GLbitfield mask)
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{
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struct intel_context *intel = intel_context(ctx);
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const GLuint colorMask = *((GLuint *) & ctx->Color.ColorMask);
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GLbitfield tri_mask = 0;
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GLbitfield blit_mask = 0;
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GLbitfield swrast_mask = 0;
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struct gl_framebuffer *fb = ctx->DrawBuffer;
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GLuint i;
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if (0)
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fprintf(stderr, "%s\n", __FUNCTION__);
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/* HW color buffers (front, back, aux, generic FBO, etc) */
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if (colorMask == ~0) {
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/* clear all R,G,B,A */
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/* XXX FBO: need to check if colorbuffers are software RBOs! */
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blit_mask |= (mask & BUFFER_BITS_COLOR);
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}
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else {
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/* glColorMask in effect */
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tri_mask |= (mask & BUFFER_BITS_COLOR);
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}
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/* HW stencil */
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if (mask & BUFFER_BIT_STENCIL) {
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const struct intel_region *stencilRegion
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= intel_get_rb_region(fb, BUFFER_STENCIL);
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if (stencilRegion) {
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/* have hw stencil */
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if (IS_965(intel->intelScreen->deviceID) ||
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(ctx->Stencil.WriteMask[0] & 0xff) != 0xff) {
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/* We have to use the 3D engine if we're clearing a partial mask
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* of the stencil buffer, or if we're on a 965 which has a tiled
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* depth/stencil buffer in a layout we can't blit to.
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*/
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tri_mask |= BUFFER_BIT_STENCIL;
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}
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else {
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/* clearing all stencil bits, use blitting */
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blit_mask |= BUFFER_BIT_STENCIL;
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}
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}
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}
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/* HW depth */
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if (mask & BUFFER_BIT_DEPTH) {
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/* clear depth with whatever method is used for stencil (see above) */
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if (IS_965(intel->intelScreen->deviceID) ||
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tri_mask & BUFFER_BIT_STENCIL)
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tri_mask |= BUFFER_BIT_DEPTH;
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else
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blit_mask |= BUFFER_BIT_DEPTH;
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}
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/* SW fallback clearing */
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swrast_mask = mask & ~tri_mask & ~blit_mask;
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for (i = 0; i < BUFFER_COUNT; i++) {
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GLuint bufBit = 1 << i;
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if ((blit_mask | tri_mask) & bufBit) {
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if (!fb->Attachment[i].Renderbuffer->ClassID) {
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blit_mask &= ~bufBit;
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tri_mask &= ~bufBit;
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swrast_mask |= bufBit;
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}
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}
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}
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if (blit_mask) {
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if (INTEL_DEBUG & DEBUG_BLIT) {
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DBG("blit clear:");
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for (i = 0; i < BUFFER_COUNT; i++) {
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if (blit_mask & (1 << i))
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DBG(" %s", buffer_names[i]);
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}
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DBG("\n");
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}
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intelClearWithBlit(ctx, blit_mask);
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}
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if (tri_mask) {
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if (INTEL_DEBUG & DEBUG_BLIT) {
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DBG("tri clear:");
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for (i = 0; i < BUFFER_COUNT; i++) {
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if (tri_mask & (1 << i))
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DBG(" %s", buffer_names[i]);
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}
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DBG("\n");
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}
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intelClearWithTris(intel, tri_mask);
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}
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if (swrast_mask) {
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if (INTEL_DEBUG & DEBUG_BLIT) {
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DBG("swrast clear:");
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for (i = 0; i < BUFFER_COUNT; i++) {
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if (swrast_mask & (1 << i))
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DBG(" %s", buffer_names[i]);
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}
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DBG("\n");
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}
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_swrast_Clear(ctx, swrast_mask);
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}
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}
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|
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void
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intelSwapBuffers(__DRIdrawablePrivate * dPriv)
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{
|
|
__DRIscreenPrivate *psp = dPriv->driScreenPriv;
|
|
|
|
if (dPriv->driContextPriv && dPriv->driContextPriv->driverPrivate) {
|
|
GET_CURRENT_CONTEXT(ctx);
|
|
struct intel_context *intel;
|
|
|
|
if (ctx == NULL)
|
|
return;
|
|
|
|
intel = intel_context(ctx);
|
|
|
|
if (ctx->Visual.doubleBufferMode) {
|
|
GLboolean missed_target;
|
|
struct intel_framebuffer *intel_fb = dPriv->driverPrivate;
|
|
int64_t ust;
|
|
|
|
_mesa_notifySwapBuffers(ctx); /* flush pending rendering comands */
|
|
|
|
/*
|
|
* The old swapping ioctl was incredibly racy, just wait for vblank
|
|
* and do the swap ourselves.
|
|
*/
|
|
driWaitForVBlank(dPriv, &missed_target);
|
|
|
|
/*
|
|
* Update each buffer's vbl_pending so we don't get too out of
|
|
* sync
|
|
*/
|
|
intel_get_renderbuffer(&intel_fb->Base,
|
|
BUFFER_BACK_LEFT)->vbl_pending = dPriv->vblSeq;
|
|
intel_get_renderbuffer(&intel_fb->Base,
|
|
BUFFER_FRONT_LEFT)->vbl_pending = dPriv->vblSeq;
|
|
|
|
intelCopyBuffer(dPriv, NULL);
|
|
|
|
intel_fb->swap_count++;
|
|
(*psp->systemTime->getUST) (&ust);
|
|
if (missed_target) {
|
|
intel_fb->swap_missed_count++;
|
|
intel_fb->swap_missed_ust = ust - intel_fb->swap_ust;
|
|
}
|
|
|
|
intel_fb->swap_ust = ust;
|
|
}
|
|
drmCommandNone(intel->driFd, DRM_I915_GEM_THROTTLE);
|
|
|
|
}
|
|
else {
|
|
/* XXX this shouldn't be an error but we can't handle it for now */
|
|
fprintf(stderr, "%s: drawable has no context!\n", __FUNCTION__);
|
|
}
|
|
}
|
|
|
|
void
|
|
intelCopySubBuffer(__DRIdrawablePrivate * dPriv, int x, int y, int w, int h)
|
|
{
|
|
if (dPriv->driContextPriv && dPriv->driContextPriv->driverPrivate) {
|
|
struct intel_context *intel =
|
|
(struct intel_context *) dPriv->driContextPriv->driverPrivate;
|
|
GLcontext *ctx = &intel->ctx;
|
|
|
|
if (ctx->Visual.doubleBufferMode) {
|
|
drm_clip_rect_t rect;
|
|
rect.x1 = x + dPriv->x;
|
|
rect.y1 = (dPriv->h - y - h) + dPriv->y;
|
|
rect.x2 = rect.x1 + w;
|
|
rect.y2 = rect.y1 + h;
|
|
_mesa_notifySwapBuffers(ctx); /* flush pending rendering comands */
|
|
intelCopyBuffer(dPriv, &rect);
|
|
}
|
|
}
|
|
else {
|
|
/* XXX this shouldn't be an error but we can't handle it for now */
|
|
fprintf(stderr, "%s: drawable has no context!\n", __FUNCTION__);
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Update the hardware state for drawing into a window or framebuffer object.
|
|
*
|
|
* Called by glDrawBuffer, glBindFramebufferEXT, MakeCurrent, and other
|
|
* places within the driver.
|
|
*
|
|
* Basically, this needs to be called any time the current framebuffer
|
|
* changes, the renderbuffers change, or we need to draw into different
|
|
* color buffers.
|
|
*/
|
|
void
|
|
intel_draw_buffer(GLcontext * ctx, struct gl_framebuffer *fb)
|
|
{
|
|
struct intel_context *intel = intel_context(ctx);
|
|
struct intel_region *colorRegions[MAX_DRAW_BUFFERS], *depthRegion = NULL;
|
|
struct intel_renderbuffer *irbDepth = NULL, *irbStencil = NULL;
|
|
|
|
if (!fb) {
|
|
/* this can happen during the initial context initialization */
|
|
return;
|
|
}
|
|
|
|
/* Do this here, not core Mesa, since this function is called from
|
|
* many places within the driver.
|
|
*/
|
|
if (ctx->NewState & (_NEW_BUFFERS | _NEW_COLOR | _NEW_PIXEL)) {
|
|
/* this updates the DrawBuffer->_NumColorDrawBuffers fields, etc */
|
|
_mesa_update_framebuffer(ctx);
|
|
/* this updates the DrawBuffer's Width/Height if it's a FBO */
|
|
_mesa_update_draw_buffer_bounds(ctx);
|
|
}
|
|
|
|
if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
|
|
/* this may occur when we're called by glBindFrameBuffer() during
|
|
* the process of someone setting up renderbuffers, etc.
|
|
*/
|
|
/*_mesa_debug(ctx, "DrawBuffer: incomplete user FBO\n");*/
|
|
return;
|
|
}
|
|
|
|
/*
|
|
* How many color buffers are we drawing into?
|
|
*/
|
|
if (fb->_NumColorDrawBuffers == 0) {
|
|
/* writing to 0 */
|
|
colorRegions[0] = NULL;
|
|
intel->constant_cliprect = GL_TRUE;
|
|
}
|
|
else if (fb->_NumColorDrawBuffers > 1) {
|
|
int i;
|
|
struct intel_renderbuffer *irb;
|
|
|
|
for (i = 0; i < fb->_NumColorDrawBuffers; i++) {
|
|
irb = intel_renderbuffer(fb->_ColorDrawBuffers[i]);
|
|
colorRegions[i] = irb ? irb->region : NULL;
|
|
}
|
|
intel->constant_cliprect = GL_TRUE;
|
|
}
|
|
else {
|
|
/* Get the intel_renderbuffer for the single colorbuffer we're drawing
|
|
* into, and set up cliprects if it's .
|
|
*/
|
|
if (fb->Name == 0) {
|
|
intel->constant_cliprect = intel->driScreen->dri2.enabled;
|
|
/* drawing to window system buffer */
|
|
if (fb->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT) {
|
|
if (!intel->constant_cliprect && !intel->front_cliprects)
|
|
intel_batchbuffer_flush(intel->batch);
|
|
intel->front_cliprects = GL_TRUE;
|
|
colorRegions[0] = intel_get_rb_region(fb, BUFFER_FRONT_LEFT);
|
|
}
|
|
else {
|
|
if (!intel->constant_cliprect && intel->front_cliprects)
|
|
intel_batchbuffer_flush(intel->batch);
|
|
intel->front_cliprects = GL_FALSE;
|
|
colorRegions[0]= intel_get_rb_region(fb, BUFFER_BACK_LEFT);
|
|
}
|
|
}
|
|
else {
|
|
/* drawing to user-created FBO */
|
|
struct intel_renderbuffer *irb;
|
|
irb = intel_renderbuffer(fb->_ColorDrawBuffers[0]);
|
|
colorRegions[0] = (irb && irb->region) ? irb->region : NULL;
|
|
intel->constant_cliprect = GL_TRUE;
|
|
}
|
|
}
|
|
|
|
if (!colorRegions[0]) {
|
|
FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, GL_TRUE);
|
|
}
|
|
else {
|
|
FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, GL_FALSE);
|
|
}
|
|
|
|
/***
|
|
*** Get depth buffer region and check if we need a software fallback.
|
|
*** Note that the depth buffer is usually a DEPTH_STENCIL buffer.
|
|
***/
|
|
if (fb->_DepthBuffer && fb->_DepthBuffer->Wrapped) {
|
|
irbDepth = intel_renderbuffer(fb->_DepthBuffer->Wrapped);
|
|
if (irbDepth && irbDepth->region) {
|
|
FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_FALSE);
|
|
depthRegion = irbDepth->region;
|
|
}
|
|
else {
|
|
FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_TRUE);
|
|
depthRegion = NULL;
|
|
}
|
|
}
|
|
else {
|
|
/* not using depth buffer */
|
|
FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_FALSE);
|
|
depthRegion = NULL;
|
|
}
|
|
|
|
/***
|
|
*** Stencil buffer
|
|
*** This can only be hardware accelerated if we're using a
|
|
*** combined DEPTH_STENCIL buffer.
|
|
***/
|
|
if (fb->_StencilBuffer && fb->_StencilBuffer->Wrapped) {
|
|
irbStencil = intel_renderbuffer(fb->_StencilBuffer->Wrapped);
|
|
if (irbStencil && irbStencil->region) {
|
|
ASSERT(irbStencil->Base._ActualFormat == GL_DEPTH24_STENCIL8_EXT);
|
|
FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_FALSE);
|
|
}
|
|
else {
|
|
FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_TRUE);
|
|
}
|
|
}
|
|
else {
|
|
/* XXX FBO: instead of FALSE, pass ctx->Stencil.Enabled ??? */
|
|
FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_FALSE);
|
|
}
|
|
|
|
/*
|
|
* Update depth and stencil test state
|
|
*/
|
|
if (ctx->Driver.Enable) {
|
|
ctx->Driver.Enable(ctx, GL_DEPTH_TEST,
|
|
(ctx->Depth.Test && fb->Visual.depthBits > 0));
|
|
ctx->Driver.Enable(ctx, GL_STENCIL_TEST,
|
|
(ctx->Stencil.Enabled && fb->Visual.stencilBits > 0));
|
|
}
|
|
else {
|
|
ctx->NewState |= (_NEW_DEPTH | _NEW_STENCIL);
|
|
}
|
|
|
|
intel->vtbl.set_draw_region(intel, colorRegions, depthRegion,
|
|
fb->_NumColorDrawBuffers);
|
|
|
|
/* update viewport since it depends on window size */
|
|
if (ctx->Driver.Viewport) {
|
|
ctx->Driver.Viewport(ctx, ctx->Viewport.X, ctx->Viewport.Y,
|
|
ctx->Viewport.Width, ctx->Viewport.Height);
|
|
}
|
|
else {
|
|
ctx->NewState |= _NEW_VIEWPORT;
|
|
}
|
|
|
|
/* Set state we know depends on drawable parameters:
|
|
*/
|
|
if (ctx->Driver.Scissor)
|
|
ctx->Driver.Scissor(ctx, ctx->Scissor.X, ctx->Scissor.Y,
|
|
ctx->Scissor.Width, ctx->Scissor.Height);
|
|
intel->NewGLState |= _NEW_SCISSOR;
|
|
|
|
if (ctx->Driver.DepthRange)
|
|
ctx->Driver.DepthRange(ctx,
|
|
ctx->Viewport.Near,
|
|
ctx->Viewport.Far);
|
|
|
|
/* Update culling direction which changes depending on the
|
|
* orientation of the buffer:
|
|
*/
|
|
if (ctx->Driver.FrontFace)
|
|
ctx->Driver.FrontFace(ctx, ctx->Polygon.FrontFace);
|
|
else
|
|
ctx->NewState |= _NEW_POLYGON;
|
|
}
|
|
|
|
|
|
static void
|
|
intelDrawBuffer(GLcontext * ctx, GLenum mode)
|
|
{
|
|
intel_draw_buffer(ctx, ctx->DrawBuffer);
|
|
}
|
|
|
|
|
|
static void
|
|
intelReadBuffer(GLcontext * ctx, GLenum mode)
|
|
{
|
|
if (ctx->ReadBuffer == ctx->DrawBuffer) {
|
|
/* This will update FBO completeness status.
|
|
* A framebuffer will be incomplete if the GL_READ_BUFFER setting
|
|
* refers to a missing renderbuffer. Calling glReadBuffer can set
|
|
* that straight and can make the drawing buffer complete.
|
|
*/
|
|
intel_draw_buffer(ctx, ctx->DrawBuffer);
|
|
}
|
|
/* Generally, functions which read pixels (glReadPixels, glCopyPixels, etc)
|
|
* reference ctx->ReadBuffer and do appropriate state checks.
|
|
*/
|
|
}
|
|
|
|
|
|
void
|
|
intelInitBufferFuncs(struct dd_function_table *functions)
|
|
{
|
|
functions->Clear = intelClear;
|
|
functions->DrawBuffer = intelDrawBuffer;
|
|
functions->ReadBuffer = intelReadBuffer;
|
|
}
|