| /************************************************************************** |
| * |
| * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas. |
| * 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. |
| * |
| **************************************************************************/ |
| |
| #include "intel_context.h" |
| #include "intel_buffers.h" |
| #include "intel_fbo.h" |
| #include "intel_batchbuffer.h" |
| #include "main/framebuffer.h" |
| |
| |
| /** |
| * XXX move this into a new dri/common/cliprects.c file. |
| */ |
| GLboolean |
| intel_intersect_cliprects(drm_clip_rect_t * dst, |
| const drm_clip_rect_t * a, |
| const drm_clip_rect_t * b) |
| { |
| GLint bx = b->x1; |
| GLint by = b->y1; |
| GLint bw = b->x2 - bx; |
| GLint bh = b->y2 - by; |
| |
| if (bx < a->x1) |
| bw -= a->x1 - bx, bx = a->x1; |
| if (by < a->y1) |
| bh -= a->y1 - by, by = a->y1; |
| if (bx + bw > a->x2) |
| bw = a->x2 - bx; |
| if (by + bh > a->y2) |
| bh = a->y2 - by; |
| if (bw <= 0) |
| return GL_FALSE; |
| if (bh <= 0) |
| return GL_FALSE; |
| |
| dst->x1 = bx; |
| dst->y1 = by; |
| dst->x2 = bx + bw; |
| dst->y2 = by + bh; |
| |
| return GL_TRUE; |
| } |
| |
| /** |
| * Return pointer to current color drawing region, or NULL. |
| */ |
| struct intel_region * |
| intel_drawbuf_region(struct intel_context *intel) |
| { |
| struct intel_renderbuffer *irbColor = |
| intel_renderbuffer(intel->ctx.DrawBuffer->_ColorDrawBuffers[0]); |
| if (irbColor) |
| return irbColor->region; |
| else |
| return NULL; |
| } |
| |
| /** |
| * Return pointer to current color reading region, or NULL. |
| */ |
| struct intel_region * |
| intel_readbuf_region(struct intel_context *intel) |
| { |
| struct intel_renderbuffer *irb |
| = intel_renderbuffer(intel->ctx.ReadBuffer->_ColorReadBuffer); |
| if (irb) |
| return irb->region; |
| else |
| return NULL; |
| } |
| |
| void |
| intel_get_cliprects(struct intel_context *intel, |
| struct drm_clip_rect **cliprects, |
| unsigned int *num_cliprects, |
| int *x_off, int *y_off) |
| { |
| __DRIdrawablePrivate *dPriv = intel->driDrawable; |
| |
| if (intel->constant_cliprect) { |
| /* FBO or DRI2 rendering, which can just use the fb's size. */ |
| intel->fboRect.x1 = 0; |
| intel->fboRect.y1 = 0; |
| intel->fboRect.x2 = intel->ctx.DrawBuffer->Width; |
| intel->fboRect.y2 = intel->ctx.DrawBuffer->Height; |
| |
| *cliprects = &intel->fboRect; |
| *num_cliprects = 1; |
| *x_off = 0; |
| *y_off = 0; |
| } else if (intel->front_cliprects || dPriv->numBackClipRects == 0) { |
| /* use the front clip rects */ |
| *cliprects = dPriv->pClipRects; |
| *num_cliprects = dPriv->numClipRects; |
| *x_off = dPriv->x; |
| *y_off = dPriv->y; |
| } |
| else { |
| /* use the back clip rects */ |
| *num_cliprects = dPriv->numBackClipRects; |
| *cliprects = dPriv->pBackClipRects; |
| *x_off = dPriv->backX; |
| *y_off = dPriv->backY; |
| } |
| } |
| |
| |
| /** |
| * Check if we're about to draw into the front color buffer. |
| * If so, set the intel->front_buffer_dirty field to true. |
| */ |
| void |
| intel_check_front_buffer_rendering(struct intel_context *intel) |
| { |
| const struct gl_framebuffer *fb = intel->ctx.DrawBuffer; |
| if (fb->Name == 0) { |
| /* drawing to window system buffer */ |
| if (fb->_NumColorDrawBuffers > 0) { |
| if (fb->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT) { |
| intel->front_buffer_dirty = GL_TRUE; |
| } |
| } |
| } |
| } |
| |
| |
| /** |
| * 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) { |
| /* 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 there are zero buffers or the buffer is too big, don't configure any |
| * regions for hardware drawing. We'll fallback to software below. Not |
| * having regions set makes some of the software fallback paths faster. |
| */ |
| if ((fb->Width > ctx->Const.MaxRenderbufferSize) |
| || (fb->Height > ctx->Const.MaxRenderbufferSize) |
| || (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 a DRI1 window front buffer. |
| */ |
| 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.Format == MESA_FORMAT_S8_Z24); |
| 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 { |
| /* Mesa's Stencil._Enabled field is updated when |
| * _NEW_BUFFERS | _NEW_STENCIL, but i965 code assumes that the value |
| * only changes with _NEW_STENCIL (which seems sensible). So flag it |
| * here since this is the _NEW_BUFFERS path. |
| */ |
| ctx->NewState |= (_NEW_DEPTH | _NEW_STENCIL); |
| } |
| |
| intel->vtbl.set_draw_region(intel, colorRegions, depthRegion, |
| fb->_NumColorDrawBuffers); |
| |
| /* update viewport since it depends on window size */ |
| #ifdef I915 |
| intelCalcViewport(ctx); |
| #else |
| ctx->NewState |= _NEW_VIEWPORT; |
| #endif |
| /* 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) |
| { |
| if ((ctx->DrawBuffer != NULL) && (ctx->DrawBuffer->Name == 0)) { |
| struct intel_context *const intel = intel_context(ctx); |
| const GLboolean was_front_buffer_rendering = |
| intel->is_front_buffer_rendering; |
| |
| intel->is_front_buffer_rendering = (mode == GL_FRONT_LEFT) |
| || (mode == GL_FRONT); |
| |
| /* If we weren't front-buffer rendering before but we are now, make sure |
| * that the front-buffer has actually been allocated. |
| */ |
| if (!was_front_buffer_rendering && intel->is_front_buffer_rendering) { |
| intel_update_renderbuffers(intel->driContext, |
| intel->driContext->driDrawablePriv); |
| } |
| } |
| |
| intel_draw_buffer(ctx, ctx->DrawBuffer); |
| } |
| |
| |
| static void |
| intelReadBuffer(GLcontext * ctx, GLenum mode) |
| { |
| if ((ctx->DrawBuffer != NULL) && (ctx->DrawBuffer->Name == 0)) { |
| struct intel_context *const intel = intel_context(ctx); |
| const GLboolean was_front_buffer_reading = |
| intel->is_front_buffer_reading; |
| |
| intel->is_front_buffer_reading = (mode == GL_FRONT_LEFT) |
| || (mode == GL_FRONT); |
| |
| /* If we weren't front-buffer reading before but we are now, make sure |
| * that the front-buffer has actually been allocated. |
| */ |
| if (!was_front_buffer_reading && intel->is_front_buffer_reading) { |
| intel_update_renderbuffers(intel->driContext, |
| intel->driContext->driDrawablePriv); |
| } |
| } |
| |
| 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->DrawBuffer = intelDrawBuffer; |
| functions->ReadBuffer = intelReadBuffer; |
| } |