349 lines
11 KiB
C
349 lines
11 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_context.h"
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#include "intel_buffers.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 "main/framebuffer.h"
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#include "drirenderbuffer.h"
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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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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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* Update the hardware state for drawing into a window or framebuffer object.
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*
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* Called by glDrawBuffer, glBindFramebufferEXT, MakeCurrent, and other
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* places within the driver.
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*
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* Basically, this needs to be called any time the current framebuffer
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* changes, the renderbuffers change, or we need to draw into different
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* color buffers.
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*/
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void
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intel_draw_buffer(GLcontext * ctx, struct gl_framebuffer *fb)
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{
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struct intel_context *intel = intel_context(ctx);
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struct intel_region *colorRegions[MAX_DRAW_BUFFERS], *depthRegion = NULL;
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struct intel_renderbuffer *irbDepth = NULL, *irbStencil = NULL;
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if (!fb) {
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/* this can happen during the initial context initialization */
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return;
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}
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/* Do this here, not core Mesa, since this function is called from
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* many places within the driver.
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*/
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if (ctx->NewState & (_NEW_BUFFERS | _NEW_COLOR | _NEW_PIXEL)) {
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/* this updates the DrawBuffer->_NumColorDrawBuffers fields, etc */
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_mesa_update_framebuffer(ctx);
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/* this updates the DrawBuffer's Width/Height if it's a FBO */
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_mesa_update_draw_buffer_bounds(ctx);
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}
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if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
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/* this may occur when we're called by glBindFrameBuffer() during
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* the process of someone setting up renderbuffers, etc.
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*/
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/*_mesa_debug(ctx, "DrawBuffer: incomplete user FBO\n");*/
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return;
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}
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/*
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* How many color buffers are we drawing into?
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*/
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if (fb->_NumColorDrawBuffers == 0) {
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/* writing to 0 */
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colorRegions[0] = NULL;
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intel->constant_cliprect = GL_TRUE;
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}
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else if (fb->_NumColorDrawBuffers > 1) {
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int i;
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struct intel_renderbuffer *irb;
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for (i = 0; i < fb->_NumColorDrawBuffers; i++) {
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irb = intel_renderbuffer(fb->_ColorDrawBuffers[i]);
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colorRegions[i] = irb ? irb->region : NULL;
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}
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intel->constant_cliprect = GL_TRUE;
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}
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else {
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/* Get the intel_renderbuffer for the single colorbuffer we're drawing
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* into, and set up cliprects if it's .
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*/
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if (fb->Name == 0) {
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intel->constant_cliprect = intel->driScreen->dri2.enabled;
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/* drawing to window system buffer */
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if (fb->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT) {
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if (!intel->constant_cliprect && !intel->front_cliprects)
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intel_batchbuffer_flush(intel->batch);
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intel->front_cliprects = GL_TRUE;
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colorRegions[0] = intel_get_rb_region(fb, BUFFER_FRONT_LEFT);
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}
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else {
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if (!intel->constant_cliprect && intel->front_cliprects)
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intel_batchbuffer_flush(intel->batch);
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intel->front_cliprects = GL_FALSE;
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colorRegions[0]= intel_get_rb_region(fb, BUFFER_BACK_LEFT);
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}
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}
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else {
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/* drawing to user-created FBO */
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struct intel_renderbuffer *irb;
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irb = intel_renderbuffer(fb->_ColorDrawBuffers[0]);
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colorRegions[0] = (irb && irb->region) ? irb->region : NULL;
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intel->constant_cliprect = GL_TRUE;
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}
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}
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if (!colorRegions[0]) {
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FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, GL_TRUE);
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}
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else {
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FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, GL_FALSE);
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}
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/***
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*** Get depth buffer region and check if we need a software fallback.
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*** Note that the depth buffer is usually a DEPTH_STENCIL buffer.
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***/
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if (fb->_DepthBuffer && fb->_DepthBuffer->Wrapped) {
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irbDepth = intel_renderbuffer(fb->_DepthBuffer->Wrapped);
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if (irbDepth && irbDepth->region) {
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FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_FALSE);
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depthRegion = irbDepth->region;
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}
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else {
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FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_TRUE);
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depthRegion = NULL;
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}
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}
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else {
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/* not using depth buffer */
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FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_FALSE);
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depthRegion = NULL;
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}
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/***
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*** Stencil buffer
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*** This can only be hardware accelerated if we're using a
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*** combined DEPTH_STENCIL buffer.
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***/
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if (fb->_StencilBuffer && fb->_StencilBuffer->Wrapped) {
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irbStencil = intel_renderbuffer(fb->_StencilBuffer->Wrapped);
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if (irbStencil && irbStencil->region) {
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ASSERT(irbStencil->Base._ActualFormat == GL_DEPTH24_STENCIL8_EXT);
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FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_FALSE);
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}
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else {
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FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_TRUE);
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}
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}
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else {
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/* XXX FBO: instead of FALSE, pass ctx->Stencil._Enabled ??? */
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FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_FALSE);
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}
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/*
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* Update depth and stencil test state
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*/
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if (ctx->Driver.Enable) {
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ctx->Driver.Enable(ctx, GL_DEPTH_TEST,
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(ctx->Depth.Test && fb->Visual.depthBits > 0));
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ctx->Driver.Enable(ctx, GL_STENCIL_TEST,
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(ctx->Stencil._Enabled && fb->Visual.stencilBits > 0));
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}
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else {
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/* Mesa's Stencil._Enabled field is updated when
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* _NEW_BUFFERS | _NEW_STENCIL, but i965 code assumes that the value
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* only changes with _NEW_STENCIL (which seems sensible). So flag it
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* here since this is the _NEW_BUFFERS path.
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*/
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ctx->NewState |= (_NEW_DEPTH | _NEW_STENCIL);
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}
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intel->vtbl.set_draw_region(intel, colorRegions, depthRegion,
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fb->_NumColorDrawBuffers);
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/* update viewport since it depends on window size */
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#ifdef I915
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intelCalcViewport(ctx);
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#else
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ctx->NewState |= _NEW_VIEWPORT;
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#endif
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/* Set state we know depends on drawable parameters:
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*/
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if (ctx->Driver.Scissor)
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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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intel->NewGLState |= _NEW_SCISSOR;
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if (ctx->Driver.DepthRange)
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ctx->Driver.DepthRange(ctx,
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ctx->Viewport.Near,
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ctx->Viewport.Far);
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/* Update culling direction which changes depending on the
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* orientation of the buffer:
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*/
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if (ctx->Driver.FrontFace)
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ctx->Driver.FrontFace(ctx, ctx->Polygon.FrontFace);
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else
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ctx->NewState |= _NEW_POLYGON;
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}
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static void
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intelDrawBuffer(GLcontext * ctx, GLenum mode)
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{
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intel_draw_buffer(ctx, ctx->DrawBuffer);
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}
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static void
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intelReadBuffer(GLcontext * ctx, GLenum mode)
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{
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if (ctx->ReadBuffer == ctx->DrawBuffer) {
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/* This will update FBO completeness status.
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* A framebuffer will be incomplete if the GL_READ_BUFFER setting
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* refers to a missing renderbuffer. Calling glReadBuffer can set
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* that straight and can make the drawing buffer complete.
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*/
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intel_draw_buffer(ctx, ctx->DrawBuffer);
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}
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/* Generally, functions which read pixels (glReadPixels, glCopyPixels, etc)
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* reference ctx->ReadBuffer and do appropriate state checks.
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*/
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}
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void
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intelInitBufferFuncs(struct dd_function_table *functions)
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{
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functions->DrawBuffer = intelDrawBuffer;
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functions->ReadBuffer = intelReadBuffer;
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}
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