
This uses a stamp mechanisms to mark the DRI drawable as invalid. Instead of immediately updating the buffers we just bump the drawable stamp and call out to DRI2GetBuffers "later". "Later" used to be at LOCK_HARDWARE time, and this patch brings back callouts at the points where we used to call LOCK_HARDWARE. A new function, intel_prepare_render(), is called where we used to call LOCK_HARDWARE, and if the buffers are invalid, we call out to DRI2GetBuffers there. This lets us invalidate buffers only when notified instead of on every glViewport() call. If the loader calls the DRI invalidate entrypoint, we disable viewport triggered buffer invalidation. Additionally, we can clean up the old viewport mechanism a bit, since we can just invalidate the buffers and not worry about reentrancy and whatnot.
325 lines
11 KiB
C
325 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 "main/framebuffer.h"
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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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/**
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* Check if we're about to draw into the front color buffer.
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* If so, set the intel->front_buffer_dirty field to true.
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*/
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void
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intel_check_front_buffer_rendering(struct intel_context *intel)
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{
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const struct gl_framebuffer *fb = intel->ctx.DrawBuffer;
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if (fb->Name == 0) {
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/* drawing to window system buffer */
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if (fb->_NumColorDrawBuffers > 0) {
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if (fb->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT) {
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intel->front_buffer_dirty = GL_TRUE;
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}
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}
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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) {
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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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/* How many color buffers are we drawing into?
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*
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* If there are zero buffers or the buffer is too big, don't configure any
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* regions for hardware drawing. We'll fallback to software below. Not
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* having regions set makes some of the software fallback paths faster.
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*/
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if ((fb->Width > ctx->Const.MaxRenderbufferSize)
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|| (fb->Height > ctx->Const.MaxRenderbufferSize)
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|| (fb->_NumColorDrawBuffers == 0)) {
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/* writing to 0 */
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colorRegions[0] = NULL;
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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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}
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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.
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*/
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if (fb->Name == 0) {
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/* drawing to window system buffer */
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if (fb->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT)
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colorRegions[0] = intel_get_rb_region(fb, BUFFER_FRONT_LEFT);
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else
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colorRegions[0] = intel_get_rb_region(fb, BUFFER_BACK_LEFT);
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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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}
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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.Format == MESA_FORMAT_S8_Z24);
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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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/* If we have a (packed) stencil buffer attached but no depth buffer,
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* we still need to set up the shared depth/stencil state so we can use it.
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*/
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if (depthRegion == NULL && irbStencil && irbStencil->region)
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depthRegion = irbStencil->region;
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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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if ((ctx->DrawBuffer != NULL) && (ctx->DrawBuffer->Name == 0)) {
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struct intel_context *const intel = intel_context(ctx);
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const GLboolean was_front_buffer_rendering =
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intel->is_front_buffer_rendering;
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intel->is_front_buffer_rendering = (mode == GL_FRONT_LEFT)
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|| (mode == GL_FRONT);
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/* If we weren't front-buffer rendering before but we are now,
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* invalidate our DRI drawable so we'll ask for new buffers
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* (including the fake front) before we start rendering again.
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*/
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if (!was_front_buffer_rendering && intel->is_front_buffer_rendering)
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dri2InvalidateDrawable(intel->driContext->driDrawablePriv);
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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->DrawBuffer != NULL) && (ctx->DrawBuffer->Name == 0)) {
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struct intel_context *const intel = intel_context(ctx);
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const GLboolean was_front_buffer_reading =
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intel->is_front_buffer_reading;
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intel->is_front_buffer_reading = (mode == GL_FRONT_LEFT)
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|| (mode == GL_FRONT);
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/* If we weren't front-buffer reading before but we are now,
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* invalidate our DRI drawable so we'll ask for new buffers
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* (including the fake front) before we start reading again.
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*/
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if (!was_front_buffer_reading && intel->is_front_buffer_reading)
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dri2InvalidateDrawable(intel->driContext->driReadablePriv);
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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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