Files
third_party_mesa3d/src/mesa/drivers/dri/intel/intel_span.c
Eric Anholt ef0d548838 intel: Do the drawable x/y offset in intel_renderbuffer_map() for spans.
We were mapping the renderbuffer once, then walking over all the
buffers to map just the texture ones using the other texture mapping
function that handled the x/y offset to the image in the region.  But
then we would go and overwrite *those* mappings with the original
mappings for depth/stencil, which was wrong.

Instead, just walk over the attachments once and map the attachments.
Wasn't that easy?
2011-06-13 15:56:36 -07:00

389 lines
12 KiB
C

/**************************************************************************
*
* Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
* Copyright 2011 Intel Corporation
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
* Authors:
* Chad Versace <chad@chad-versace.us>
*
**************************************************************************/
#include <stdbool.h>
#include <stdint.h>
#include "main/glheader.h"
#include "main/macros.h"
#include "main/mtypes.h"
#include "main/colormac.h"
#include "main/renderbuffer.h"
#include "intel_buffers.h"
#include "intel_fbo.h"
#include "intel_screen.h"
#include "intel_span.h"
#include "intel_regions.h"
#include "intel_tex.h"
#include "swrast/swrast.h"
static void
intel_set_span_functions(struct intel_context *intel,
struct gl_renderbuffer *rb);
#undef DBG
#define DBG 0
#define LOCAL_VARS \
struct intel_renderbuffer *irb = intel_renderbuffer(rb); \
int minx = 0, miny = 0; \
int maxx = rb->Width; \
int maxy = rb->Height; \
int pitch = rb->RowStride * irb->region->cpp; \
void *buf = rb->Data; \
GLuint p; \
(void) p;
#define HW_CLIPLOOP()
#define HW_ENDCLIPLOOP()
#define Y_FLIP(_y) (_y)
#define HW_LOCK()
#define HW_UNLOCK()
/* r5g6b5 color span and pixel functions */
#define SPANTMP_PIXEL_FMT GL_RGB
#define SPANTMP_PIXEL_TYPE GL_UNSIGNED_SHORT_5_6_5
#define TAG(x) intel_##x##_RGB565
#define TAG2(x,y) intel_##x##y_RGB565
#include "spantmp2.h"
/* a4r4g4b4 color span and pixel functions */
#define SPANTMP_PIXEL_FMT GL_BGRA
#define SPANTMP_PIXEL_TYPE GL_UNSIGNED_SHORT_4_4_4_4_REV
#define TAG(x) intel_##x##_ARGB4444
#define TAG2(x,y) intel_##x##y_ARGB4444
#include "spantmp2.h"
/* a1r5g5b5 color span and pixel functions */
#define SPANTMP_PIXEL_FMT GL_BGRA
#define SPANTMP_PIXEL_TYPE GL_UNSIGNED_SHORT_1_5_5_5_REV
#define TAG(x) intel_##x##_ARGB1555
#define TAG2(x,y) intel_##x##y##_ARGB1555
#include "spantmp2.h"
/* a8r8g8b8 color span and pixel functions */
#define SPANTMP_PIXEL_FMT GL_BGRA
#define SPANTMP_PIXEL_TYPE GL_UNSIGNED_INT_8_8_8_8_REV
#define TAG(x) intel_##x##_ARGB8888
#define TAG2(x,y) intel_##x##y##_ARGB8888
#include "spantmp2.h"
/* x8r8g8b8 color span and pixel functions */
#define SPANTMP_PIXEL_FMT GL_BGR
#define SPANTMP_PIXEL_TYPE GL_UNSIGNED_INT_8_8_8_8_REV
#define TAG(x) intel_##x##_xRGB8888
#define TAG2(x,y) intel_##x##y##_xRGB8888
#include "spantmp2.h"
/* a8 color span and pixel functions */
#define SPANTMP_PIXEL_FMT GL_ALPHA
#define SPANTMP_PIXEL_TYPE GL_UNSIGNED_BYTE
#define TAG(x) intel_##x##_A8
#define TAG2(x,y) intel_##x##y##_A8
#include "spantmp2.h"
/* ------------------------------------------------------------------------- */
/* s8 stencil span and pixel functions */
/* ------------------------------------------------------------------------- */
/*
* HAVE_HW_STENCIL_SPANS determines if stencil buffer read/writes are done with
* memcpy or for loops. Since the stencil buffer is interleaved, memcpy won't
* work.
*/
#define HAVE_HW_STENCIL_SPANS 0
#define LOCAL_STENCIL_VARS \
(void) ctx; \
int minx = 0; \
int miny = 0; \
int maxx = rb->Width; \
int maxy = rb->Height; \
int stride = rb->RowStride; \
uint8_t *buf = rb->Data; \
/* Don't flip y. */
#undef Y_FLIP
#define Y_FLIP(y) y
/**
* \brief Get pointer offset into stencil buffer.
*
* The stencil buffer interleaves two rows into one. Yay for crazy hardware.
* The table below demonstrates how the pointer arithmetic behaves for a buffer
* with positive stride (s=stride).
*
* x | y | byte offset
* --------------------------
* 0 | 0 | 0
* 0 | 0 | 1
* 1 | 0 | 2
* 1 | 1 | 3
* ... | ... | ...
* 0 | 2 | s
* 0 | 3 | s + 1
* 1 | 2 | s + 2
* 1 | 3 | s + 3
*
*
*/
static inline intptr_t
intel_offset_S8(int stride, GLint x, GLint y)
{
return 2 * ((y / 2) * stride + x) + y % 2;
}
#define WRITE_STENCIL(x, y, src) buf[intel_offset_S8(stride, x, y)] = src;
#define READ_STENCIL(dest, x, y) dest = buf[intel_offset_S8(stride, x, y)]
#define TAG(x) intel_##x##_S8
#include "stenciltmp.h"
/* ------------------------------------------------------------------------- */
void
intel_renderbuffer_map(struct intel_context *intel, struct gl_renderbuffer *rb)
{
struct intel_renderbuffer *irb = intel_renderbuffer(rb);
if (irb == NULL || irb->region == NULL)
return;
drm_intel_gem_bo_map_gtt(irb->region->buffer);
rb->Data = irb->region->buffer->virtual;
rb->RowStride = irb->region->pitch;
if (!rb->Name) {
/* Flip orientation of the window system buffer */
rb->Data += rb->RowStride * (irb->region->height - 1) * irb->region->cpp;
rb->RowStride = -rb->RowStride;
} else {
/* Adjust the base pointer of a texture image drawbuffer to the image
* within the miptree region (all else has draw_x/y = 0).
*/
rb->Data += irb->draw_x * irb->region->cpp;
rb->Data += irb->draw_y * rb->RowStride * irb->region->cpp;
}
intel_set_span_functions(intel, rb);
}
void
intel_renderbuffer_unmap(struct intel_context *intel,
struct gl_renderbuffer *rb)
{
struct intel_renderbuffer *irb = intel_renderbuffer(rb);
if (irb == NULL || irb->region == NULL)
return;
drm_intel_gem_bo_unmap_gtt(irb->region->buffer);
rb->GetRow = NULL;
rb->PutRow = NULL;
rb->Data = NULL;
rb->RowStride = 0;
}
static void
intel_framebuffer_map(struct intel_context *intel, struct gl_framebuffer *fb)
{
int i;
for (i = 0; i < BUFFER_COUNT; i++) {
intel_renderbuffer_map(intel, fb->Attachment[i].Renderbuffer);
}
intel_check_front_buffer_rendering(intel);
}
static void
intel_framebuffer_unmap(struct intel_context *intel, struct gl_framebuffer *fb)
{
int i;
for (i = 0; i < BUFFER_COUNT; i++) {
intel_renderbuffer_unmap(intel, fb->Attachment[i].Renderbuffer);
}
}
/**
* Prepare for software rendering. Map current read/draw framebuffers'
* renderbuffes and all currently bound texture objects.
*
* Old note: Moved locking out to get reasonable span performance.
*/
void
intelSpanRenderStart(struct gl_context * ctx)
{
struct intel_context *intel = intel_context(ctx);
GLuint i;
intel_flush(&intel->ctx);
intel_prepare_render(intel);
for (i = 0; i < ctx->Const.MaxTextureImageUnits; i++) {
if (ctx->Texture.Unit[i]._ReallyEnabled) {
struct gl_texture_object *texObj = ctx->Texture.Unit[i]._Current;
intel_finalize_mipmap_tree(intel, i);
intel_tex_map_images(intel, intel_texture_object(texObj));
}
}
intel_framebuffer_map(intel, ctx->DrawBuffer);
if (ctx->ReadBuffer != ctx->DrawBuffer) {
intel_framebuffer_map(intel, ctx->ReadBuffer);
}
}
/**
* Called when done software rendering. Unmap the buffers we mapped in
* the above function.
*/
void
intelSpanRenderFinish(struct gl_context * ctx)
{
struct intel_context *intel = intel_context(ctx);
GLuint i;
_swrast_flush(ctx);
for (i = 0; i < ctx->Const.MaxTextureImageUnits; i++) {
if (ctx->Texture.Unit[i]._ReallyEnabled) {
struct gl_texture_object *texObj = ctx->Texture.Unit[i]._Current;
intel_tex_unmap_images(intel, intel_texture_object(texObj));
}
}
intel_framebuffer_unmap(intel, ctx->DrawBuffer);
if (ctx->ReadBuffer != ctx->DrawBuffer) {
intel_framebuffer_unmap(intel, ctx->ReadBuffer);
}
}
void
intelInitSpanFuncs(struct gl_context * ctx)
{
struct swrast_device_driver *swdd = _swrast_GetDeviceDriverReference(ctx);
swdd->SpanRenderStart = intelSpanRenderStart;
swdd->SpanRenderFinish = intelSpanRenderFinish;
}
void
intel_map_vertex_shader_textures(struct gl_context *ctx)
{
struct intel_context *intel = intel_context(ctx);
int i;
if (ctx->VertexProgram._Current == NULL)
return;
for (i = 0; i < ctx->Const.MaxTextureImageUnits; i++) {
if (ctx->Texture.Unit[i]._ReallyEnabled &&
ctx->VertexProgram._Current->Base.TexturesUsed[i] != 0) {
struct gl_texture_object *texObj = ctx->Texture.Unit[i]._Current;
intel_tex_map_images(intel, intel_texture_object(texObj));
}
}
}
void
intel_unmap_vertex_shader_textures(struct gl_context *ctx)
{
struct intel_context *intel = intel_context(ctx);
int i;
if (ctx->VertexProgram._Current == NULL)
return;
for (i = 0; i < ctx->Const.MaxTextureImageUnits; i++) {
if (ctx->Texture.Unit[i]._ReallyEnabled &&
ctx->VertexProgram._Current->Base.TexturesUsed[i] != 0) {
struct gl_texture_object *texObj = ctx->Texture.Unit[i]._Current;
intel_tex_unmap_images(intel, intel_texture_object(texObj));
}
}
}
typedef void (*span_init_func)(struct gl_renderbuffer *rb);
static span_init_func intel_span_init_funcs[MESA_FORMAT_COUNT] =
{
[MESA_FORMAT_A8] = intel_InitPointers_A8,
[MESA_FORMAT_RGB565] = intel_InitPointers_RGB565,
[MESA_FORMAT_ARGB4444] = intel_InitPointers_ARGB4444,
[MESA_FORMAT_ARGB1555] = intel_InitPointers_ARGB1555,
[MESA_FORMAT_XRGB8888] = intel_InitPointers_xRGB8888,
[MESA_FORMAT_ARGB8888] = intel_InitPointers_ARGB8888,
[MESA_FORMAT_SARGB8] = intel_InitPointers_ARGB8888,
[MESA_FORMAT_Z16] = _mesa_set_renderbuffer_accessors,
[MESA_FORMAT_X8_Z24] = _mesa_set_renderbuffer_accessors,
[MESA_FORMAT_S8_Z24] = _mesa_set_renderbuffer_accessors,
[MESA_FORMAT_S8] = intel_InitStencilPointers_S8,
[MESA_FORMAT_R8] = _mesa_set_renderbuffer_accessors,
[MESA_FORMAT_RG88] = _mesa_set_renderbuffer_accessors,
[MESA_FORMAT_R16] = _mesa_set_renderbuffer_accessors,
[MESA_FORMAT_RG1616] = _mesa_set_renderbuffer_accessors,
[MESA_FORMAT_RGBA_FLOAT32] = _mesa_set_renderbuffer_accessors,
[MESA_FORMAT_RG_FLOAT32] = _mesa_set_renderbuffer_accessors,
[MESA_FORMAT_R_FLOAT32] = _mesa_set_renderbuffer_accessors,
[MESA_FORMAT_INTENSITY_FLOAT32] = _mesa_set_renderbuffer_accessors,
[MESA_FORMAT_LUMINANCE_FLOAT32] = _mesa_set_renderbuffer_accessors,
};
bool
intel_span_supports_format(gl_format format)
{
return intel_span_init_funcs[format] != NULL;
}
/**
* Plug in appropriate span read/write functions for the given renderbuffer.
* These are used for the software fallbacks.
*/
static void
intel_set_span_functions(struct intel_context *intel,
struct gl_renderbuffer *rb)
{
struct intel_renderbuffer *irb = (struct intel_renderbuffer *) rb;
assert(intel_span_init_funcs[irb->Base.Format]);
intel_span_init_funcs[irb->Base.Format](rb);
}