blob: 168e5b11d2cfd2c9be8f8ede77cadfdd109aa68d [file] [log] [blame]
/*
* Copyright © 2014 Intel Corporation
*
* 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, sublicense,
* 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 NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS 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 "main/mtypes.h"
#include "main/macros.h"
#include "main/context.h"
#include "main/objectlabel.h"
#include "main/shaderapi.h"
#include "main/arrayobj.h"
#include "main/bufferobj.h"
#include "main/buffers.h"
#include "main/blend.h"
#include "main/enable.h"
#include "main/depth.h"
#include "main/stencil.h"
#include "main/varray.h"
#include "main/uniforms.h"
#include "main/fbobject.h"
#include "main/texobj.h"
#include "main/api_validate.h"
#include "main/state.h"
#include "vbo/vbo_context.h"
#include "drivers/common/meta.h"
#include "brw_defines.h"
#include "brw_context.h"
#include "brw_draw.h"
#include "intel_fbo.h"
#include "intel_batchbuffer.h"
#include "brw_blorp.h"
struct brw_fast_clear_state {
GLuint vao;
GLuint vbo;
GLuint shader_prog;
GLint color_location;
};
static bool
brw_fast_clear_init(struct brw_context *brw)
{
struct brw_fast_clear_state *clear;
if (brw->fast_clear_state) {
clear = brw->fast_clear_state;
_mesa_BindVertexArray(clear->vao);
_mesa_BindBuffer(GL_ARRAY_BUFFER, clear->vbo);
return true;
}
brw->fast_clear_state = clear = malloc(sizeof *clear);
if (clear == NULL)
return false;
memset(clear, 0, sizeof *clear);
_mesa_GenVertexArrays(1, &clear->vao);
_mesa_BindVertexArray(clear->vao);
_mesa_GenBuffers(1, &clear->vbo);
_mesa_BindBuffer(GL_ARRAY_BUFFER, clear->vbo);
_mesa_VertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
_mesa_EnableVertexAttribArray(0);
return true;
}
static void
brw_bind_rep_write_shader(struct brw_context *brw, float *color)
{
const char *vs_source =
"#extension GL_AMD_vertex_shader_layer : enable\n"
"#extension GL_ARB_draw_instanced : enable\n"
"attribute vec4 position;\n"
"uniform int layer;\n"
"void main()\n"
"{\n"
"#ifdef GL_AMD_vertex_shader_layer\n"
" gl_Layer = gl_InstanceID;\n"
"#endif\n"
" gl_Position = position;\n"
"}\n";
const char *fs_source =
"uniform vec4 color;\n"
"void main()\n"
"{\n"
" gl_FragColor = color;\n"
"}\n";
GLuint vs, fs;
struct brw_fast_clear_state *clear = brw->fast_clear_state;
struct gl_context *ctx = &brw->ctx;
if (clear->shader_prog) {
_mesa_UseProgram(clear->shader_prog);
_mesa_Uniform4fv(clear->color_location, 1, color);
return;
}
vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source);
fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source);
clear->shader_prog = _mesa_CreateProgram();
_mesa_AttachShader(clear->shader_prog, fs);
_mesa_DeleteShader(fs);
_mesa_AttachShader(clear->shader_prog, vs);
_mesa_DeleteShader(vs);
_mesa_BindAttribLocation(clear->shader_prog, 0, "position");
_mesa_ObjectLabel(GL_PROGRAM, clear->shader_prog, -1, "meta clear");
_mesa_LinkProgram(clear->shader_prog);
clear->color_location =
_mesa_GetUniformLocation(clear->shader_prog, "color");
_mesa_UseProgram(clear->shader_prog);
_mesa_Uniform4fv(clear->color_location, 1, color);
}
void
brw_meta_fast_clear_free(struct brw_context *brw)
{
struct brw_fast_clear_state *clear = brw->fast_clear_state;
GET_CURRENT_CONTEXT(old_context);
if (clear == NULL)
return;
_mesa_make_current(&brw->ctx, NULL, NULL);
_mesa_DeleteVertexArrays(1, &clear->vao);
_mesa_DeleteBuffers(1, &clear->vbo);
_mesa_DeleteProgram(clear->shader_prog);
free(clear);
if (old_context)
_mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
else
_mesa_make_current(NULL, NULL, NULL);
}
struct rect {
int x0, y0, x1, y1;
};
static void
brw_draw_rectlist(struct gl_context *ctx, struct rect *rect, int num_instances)
{
int start = 0, count = 3;
struct _mesa_prim prim;
float verts[6];
verts[0] = rect->x1;
verts[1] = rect->y1;
verts[2] = rect->x0;
verts[3] = rect->y1;
verts[4] = rect->x0;
verts[5] = rect->y0;
/* upload new vertex data */
_mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
GL_DYNAMIC_DRAW_ARB);
if (ctx->NewState)
_mesa_update_state(ctx);
vbo_bind_arrays(ctx);
memset(&prim, 0, sizeof prim);
prim.begin = 1;
prim.end = 1;
prim.mode = BRW_PRIM_OFFSET + _3DPRIM_RECTLIST;
prim.num_instances = num_instances;
prim.start = start;
prim.count = count;
/* Make sure our internal prim value doesn't clash with a valid GL value. */
assert(!_mesa_is_valid_prim_mode(ctx, prim.mode));
brw_draw_prims(ctx, &prim, 1, NULL,
GL_TRUE, start, start + count - 1,
NULL, NULL);
}
static void
get_fast_clear_rect(struct brw_context *brw, struct gl_framebuffer *fb,
struct intel_renderbuffer *irb, struct rect *rect)
{
unsigned int x_align, y_align;
unsigned int x_scaledown, y_scaledown;
if (irb->mt->msaa_layout == INTEL_MSAA_LAYOUT_NONE) {
/* From the Ivy Bridge PRM, Vol2 Part1 11.7 "MCS Buffer for Render
* Target(s)", beneath the "Fast Color Clear" bullet (p327):
*
* Clear pass must have a clear rectangle that must follow
* alignment rules in terms of pixels and lines as shown in the
* table below. Further, the clear-rectangle height and width
* must be multiple of the following dimensions. If the height
* and width of the render target being cleared do not meet these
* requirements, an MCS buffer can be created such that it
* follows the requirement and covers the RT.
*
* The alignment size in the table that follows is related to the
* alignment size returned by intel_get_non_msrt_mcs_alignment(), but
* with X alignment multiplied by 16 and Y alignment multiplied by 32.
*/
intel_get_non_msrt_mcs_alignment(brw, irb->mt, &x_align, &y_align);
x_align *= 16;
y_align *= 32;
/* From the Ivy Bridge PRM, Vol2 Part1 11.7 "MCS Buffer for Render
* Target(s)", beneath the "Fast Color Clear" bullet (p327):
*
* In order to optimize the performance MCS buffer (when bound to
* 1X RT) clear similarly to MCS buffer clear for MSRT case,
* clear rect is required to be scaled by the following factors
* in the horizontal and vertical directions:
*
* The X and Y scale down factors in the table that follows are each
* equal to half the alignment value computed above.
*/
x_scaledown = x_align / 2;
y_scaledown = y_align / 2;
/* From BSpec: 3D-Media-GPGPU Engine > 3D Pipeline > Pixel > Pixel
* Backend > MCS Buffer for Render Target(s) [DevIVB+] > Table "Color
* Clear of Non-MultiSampled Render Target Restrictions":
*
* Clear rectangle must be aligned to two times the number of
* pixels in the table shown below due to 16x16 hashing across the
* slice.
*/
x_align *= 2;
y_align *= 2;
} else {
/* From the Ivy Bridge PRM, Vol2 Part1 11.7 "MCS Buffer for Render
* Target(s)", beneath the "MSAA Compression" bullet (p326):
*
* Clear pass for this case requires that scaled down primitive
* is sent down with upper left co-ordinate to coincide with
* actual rectangle being cleared. For MSAA, clear rectangle’s
* height and width need to as show in the following table in
* terms of (width,height) of the RT.
*
* MSAA Width of Clear Rect Height of Clear Rect
* 4X Ceil(1/8*width) Ceil(1/2*height)
* 8X Ceil(1/2*width) Ceil(1/2*height)
*
* The text "with upper left co-ordinate to coincide with actual
* rectangle being cleared" is a little confusing--it seems to imply
* that to clear a rectangle from (x,y) to (x+w,y+h), one needs to
* feed the pipeline using the rectangle (x,y) to
* (x+Ceil(w/N),y+Ceil(h/2)), where N is either 2 or 8 depending on
* the number of samples. Experiments indicate that this is not
* quite correct; actually, what the hardware appears to do is to
* align whatever rectangle is sent down the pipeline to the nearest
* multiple of 2x2 blocks, and then scale it up by a factor of N
* horizontally and 2 vertically. So the resulting alignment is 4
* vertically and either 4 or 16 horizontally, and the scaledown
* factor is 2 vertically and either 2 or 8 horizontally.
*/
switch (irb->mt->num_samples) {
case 2:
case 4:
x_scaledown = 8;
break;
case 8:
x_scaledown = 2;
break;
default:
unreachable("Unexpected sample count for fast clear");
}
y_scaledown = 2;
x_align = x_scaledown * 2;
y_align = y_scaledown * 2;
}
rect->x0 = fb->_Xmin;
rect->x1 = fb->_Xmax;
if (fb->Name != 0) {
rect->y0 = fb->_Ymin;
rect->y1 = fb->_Ymax;
} else {
rect->y0 = fb->Height - fb->_Ymax;
rect->y1 = fb->Height - fb->_Ymin;
}
rect->x0 = ROUND_DOWN_TO(rect->x0, x_align) / x_scaledown;
rect->y0 = ROUND_DOWN_TO(rect->y0, y_align) / y_scaledown;
rect->x1 = ALIGN(rect->x1, x_align) / x_scaledown;
rect->y1 = ALIGN(rect->y1, y_align) / y_scaledown;
}
static void
get_buffer_rect(struct brw_context *brw, struct gl_framebuffer *fb,
struct intel_renderbuffer *irb, struct rect *rect)
{
rect->x0 = fb->_Xmin;
rect->x1 = fb->_Xmax;
if (fb->Name != 0) {
rect->y0 = fb->_Ymin;
rect->y1 = fb->_Ymax;
} else {
rect->y0 = fb->Height - fb->_Ymax;
rect->y1 = fb->Height - fb->_Ymin;
}
}
/**
* Determine if fast color clear supports the given clear color.
*
* Fast color clear can only clear to color values of 1.0 or 0.0. At the
* moment we only support floating point, unorm, and snorm buffers.
*/
static bool
is_color_fast_clear_compatible(struct brw_context *brw,
mesa_format format,
const union gl_color_union *color)
{
if (_mesa_is_format_integer_color(format))
return false;
for (int i = 0; i < 4; i++) {
if (color->f[i] != 0.0 && color->f[i] != 1.0 &&
_mesa_format_has_color_component(format, i)) {
return false;
}
}
return true;
}
/**
* Convert the given color to a bitfield suitable for ORing into DWORD 7 of
* SURFACE_STATE.
*/
static uint32_t
compute_fast_clear_color_bits(const union gl_color_union *color)
{
uint32_t bits = 0;
for (int i = 0; i < 4; i++) {
/* Testing for non-0 works for integer and float colors */
if (color->f[i] != 0.0)
bits |= 1 << (GEN7_SURFACE_CLEAR_COLOR_SHIFT + (3 - i));
}
return bits;
}
static const uint32_t fast_clear_color[4] = { ~0, ~0, ~0, ~0 };
static void
set_fast_clear_op(struct brw_context *brw, uint32_t op)
{
/* Set op and dirty BRW_NEW_FRAGMENT_PROGRAM to make sure we re-emit
* 3DSTATE_PS.
*/
brw->wm.fast_clear_op = op;
brw->state.dirty.brw |= BRW_NEW_FRAGMENT_PROGRAM;
}
static void
use_rectlist(struct brw_context *brw, bool enable)
{
/* Set custom state to let us use _3DPRIM_RECTLIST and the replicated
* rendertarget write. When we enable reclist mode, we disable the
* viewport transform, disable clipping, enable the rep16 write
* optimization and disable simd8 dispatch in the PS.
*/
brw->sf.viewport_transform_enable = !enable;
brw->use_rep_send = enable;
brw->no_simd8 = enable;
/* Dirty state to make sure we reemit the state packages affected by the
* custom state. We dirty BRW_NEW_FRAGMENT_PROGRAM to emit 3DSTATE_PS for
* disabling simd8 dispatch, _NEW_LIGHT to emit 3DSTATE_SF for disabling
* the viewport transform and 3DSTATE_CLIP to disable clipping for the
* reclist primitive. This is a little messy - it would be nicer to
* BRW_NEW_FAST_CLEAR flag or so, but we're out of brw state bits. Dirty
* _NEW_BUFFERS to make sure we emit new SURFACE_STATE with the new fast
* clear color value.
*/
brw->state.dirty.mesa |= _NEW_LIGHT | _NEW_BUFFERS;
brw->state.dirty.brw |= BRW_NEW_FRAGMENT_PROGRAM;
}
bool
brw_meta_fast_clear(struct brw_context *brw, struct gl_framebuffer *fb,
GLbitfield buffers, bool partial_clear)
{
struct gl_context *ctx = &brw->ctx;
mesa_format format;
enum { FAST_CLEAR, REP_CLEAR, PLAIN_CLEAR } clear_type;
GLbitfield plain_clear_buffers, meta_save, rep_clear_buffers, fast_clear_buffers;
struct rect fast_clear_rect, clear_rect;
int layers;
fast_clear_buffers = rep_clear_buffers = plain_clear_buffers = 0;
/* First we loop through the color draw buffers and determine which ones
* can be fast cleared, which ones can use the replicated write and which
* ones have to fall back to regular color clear.
*/
for (unsigned buf = 0; buf < fb->_NumColorDrawBuffers; buf++) {
struct gl_renderbuffer *rb = fb->_ColorDrawBuffers[buf];
struct intel_renderbuffer *irb = intel_renderbuffer(rb);
int index = fb->_ColorDrawBufferIndexes[buf];
/* Only clear the buffers present in the provided mask */
if (((1 << index) & buffers) == 0)
continue;
/* If this is an ES2 context or GL_ARB_ES2_compatibility is supported,
* the framebuffer can be complete with some attachments missing. In
* this case the _ColorDrawBuffers pointer will be NULL.
*/
if (rb == NULL)
continue;
clear_type = FAST_CLEAR;
/* We don't have fast clear until gen7. */
if (brw->gen < 7)
clear_type = REP_CLEAR;
if (irb->mt->fast_clear_state == INTEL_FAST_CLEAR_STATE_NO_MCS)
clear_type = REP_CLEAR;
/* We can't do scissored fast clears because of the restrictions on the
* fast clear rectangle size.
*/
if (partial_clear)
clear_type = REP_CLEAR;
/* Fast clear is only supported for colors where all components are
* either 0 or 1.
*/
format = _mesa_get_render_format(ctx, irb->mt->format);
if (!is_color_fast_clear_compatible(brw, format, &ctx->Color.ClearColor))
clear_type = REP_CLEAR;
/* From the SNB PRM (Vol4_Part1):
*
* "Replicated data (Message Type = 111) is only supported when
* accessing tiled memory. Using this Message Type to access
* linear (untiled) memory is UNDEFINED."
*/
if (irb->mt->tiling == I915_TILING_NONE) {
perf_debug("falling back to plain clear because buffers are untiled\n");
clear_type = PLAIN_CLEAR;
}
/* Constant color writes ignore everything in blend and color calculator
* state. This is not documented.
*/
GLubyte *color_mask = ctx->Color.ColorMask[buf];
for (int i = 0; i < 4; i++) {
if (_mesa_format_has_color_component(irb->mt->format, i) &&
!color_mask[i]) {
perf_debug("falling back to plain clear because of color mask\n");
clear_type = PLAIN_CLEAR;
}
}
/* Allocate the MCS for non MSRT surfaces now if we're doing a fast
* clear and we don't have the MCS yet. On failure, fall back to
* replicated clear.
*/
if (clear_type == FAST_CLEAR && irb->mt->mcs_mt == NULL)
if (!intel_miptree_alloc_non_msrt_mcs(brw, irb->mt))
clear_type = REP_CLEAR;
switch (clear_type) {
case FAST_CLEAR:
irb->mt->fast_clear_color_value =
compute_fast_clear_color_bits(&ctx->Color.ClearColor);
irb->need_downsample = true;
/* If the buffer is already in INTEL_FAST_CLEAR_STATE_CLEAR, the
* clear is redundant and can be skipped. Only skip after we've
* updated the fast clear color above though.
*/
if (irb->mt->fast_clear_state == INTEL_FAST_CLEAR_STATE_CLEAR)
continue;
/* Set fast_clear_state to RESOLVED so we don't try resolve them when
* we draw, in case the mt is also bound as a texture.
*/
irb->mt->fast_clear_state = INTEL_FAST_CLEAR_STATE_RESOLVED;
irb->need_downsample = true;
fast_clear_buffers |= 1 << index;
get_fast_clear_rect(brw, fb, irb, &fast_clear_rect);
break;
case REP_CLEAR:
rep_clear_buffers |= 1 << index;
get_buffer_rect(brw, fb, irb, &clear_rect);
break;
case PLAIN_CLEAR:
plain_clear_buffers |= 1 << index;
get_buffer_rect(brw, fb, irb, &clear_rect);
continue;
}
}
if (!(fast_clear_buffers | rep_clear_buffers)) {
if (plain_clear_buffers)
/* If we only have plain clears, skip the meta save/restore. */
goto out;
else
/* Nothing left to do. This happens when we hit the redundant fast
* clear case above and nothing else.
*/
return true;
}
meta_save =
MESA_META_ALPHA_TEST |
MESA_META_BLEND |
MESA_META_DEPTH_TEST |
MESA_META_RASTERIZATION |
MESA_META_SHADER |
MESA_META_STENCIL_TEST |
MESA_META_VERTEX |
MESA_META_VIEWPORT |
MESA_META_CLIP |
MESA_META_CLAMP_FRAGMENT_COLOR |
MESA_META_MULTISAMPLE |
MESA_META_OCCLUSION_QUERY |
MESA_META_DRAW_BUFFERS;
_mesa_meta_begin(ctx, meta_save);
if (!brw_fast_clear_init(brw)) {
/* This is going to be hard to recover from, most likely out of memory.
* Bail and let meta try and (probably) fail for us.
*/
plain_clear_buffers = buffers;
goto bail_to_meta;
}
/* Clears never have the color clamped. */
if (ctx->Extensions.ARB_color_buffer_float)
_mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
_mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
_mesa_DepthMask(GL_FALSE);
_mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE);
use_rectlist(brw, true);
layers = MAX2(1, fb->MaxNumLayers);
if (fast_clear_buffers) {
_mesa_meta_drawbuffers_from_bitfield(fast_clear_buffers);
brw_bind_rep_write_shader(brw, (float *) fast_clear_color);
set_fast_clear_op(brw, GEN7_PS_RENDER_TARGET_FAST_CLEAR_ENABLE);
brw_draw_rectlist(ctx, &fast_clear_rect, layers);
set_fast_clear_op(brw, 0);
}
if (rep_clear_buffers) {
_mesa_meta_drawbuffers_from_bitfield(rep_clear_buffers);
brw_bind_rep_write_shader(brw, ctx->Color.ClearColor.f);
brw_draw_rectlist(ctx, &clear_rect, layers);
}
/* Now set the mts we cleared to INTEL_FAST_CLEAR_STATE_CLEAR so we'll
* resolve them eventually.
*/
for (unsigned buf = 0; buf < fb->_NumColorDrawBuffers; buf++) {
struct gl_renderbuffer *rb = fb->_ColorDrawBuffers[buf];
struct intel_renderbuffer *irb = intel_renderbuffer(rb);
int index = fb->_ColorDrawBufferIndexes[buf];
if ((1 << index) & fast_clear_buffers)
irb->mt->fast_clear_state = INTEL_FAST_CLEAR_STATE_CLEAR;
}
bail_to_meta:
/* Dirty _NEW_BUFFERS so we reemit SURFACE_STATE which sets the fast clear
* color before resolve and sets irb->mt->fast_clear_state to UNRESOLVED if
* we render to it.
*/
brw->state.dirty.mesa |= _NEW_BUFFERS;
/* Set the custom state back to normal and dirty the same bits as above */
use_rectlist(brw, false);
_mesa_meta_end(ctx);
/* From BSpec: Render Target Fast Clear:
*
* After Render target fast clear, pipe-control with color cache
* write-flush must be issued before sending any DRAW commands on that
* render target.
*/
intel_batchbuffer_emit_mi_flush(brw);
/* If we had to fall back to plain clear for any buffers, clear those now
* by calling into meta.
*/
out:
if (plain_clear_buffers)
_mesa_meta_glsl_Clear(&brw->ctx, plain_clear_buffers);
return true;
}
static void
get_resolve_rect(struct brw_context *brw,
struct intel_mipmap_tree *mt, struct rect *rect)
{
unsigned x_align, y_align;
unsigned x_scaledown, y_scaledown;
/* From the Ivy Bridge PRM, Vol2 Part1 11.9 "Render Target Resolve":
*
* A rectangle primitive must be scaled down by the following factors
* with respect to render target being resolved.
*
* The scaledown factors in the table that follows are related to the
* alignment size returned by intel_get_non_msrt_mcs_alignment(), but with
* X and Y alignment each divided by 2.
*/
intel_get_non_msrt_mcs_alignment(brw, mt, &x_align, &y_align);
x_scaledown = x_align / 2;
y_scaledown = y_align / 2;
rect->x0 = rect->y0 = 0;
rect->x1 = ALIGN(mt->logical_width0, x_scaledown) / x_scaledown;
rect->y1 = ALIGN(mt->logical_height0, y_scaledown) / y_scaledown;
}
void
brw_meta_resolve_color(struct brw_context *brw,
struct intel_mipmap_tree *mt)
{
struct gl_context *ctx = &brw->ctx;
GLuint fbo, rbo;
struct rect rect;
intel_batchbuffer_emit_mi_flush(brw);
_mesa_meta_begin(ctx, MESA_META_ALL);
_mesa_GenFramebuffers(1, &fbo);
rbo = brw_get_rb_for_slice(brw, mt, 0, 0, false);
_mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
_mesa_FramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER, rbo);
_mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
brw_fast_clear_init(brw);
use_rectlist(brw, true);
brw_bind_rep_write_shader(brw, (float *) fast_clear_color);
set_fast_clear_op(brw, GEN7_PS_RENDER_TARGET_RESOLVE_ENABLE);
mt->fast_clear_state = INTEL_FAST_CLEAR_STATE_RESOLVED;
get_resolve_rect(brw, mt, &rect);
brw_draw_rectlist(ctx, &rect, 1);
set_fast_clear_op(brw, 0);
use_rectlist(brw, false);
_mesa_DeleteRenderbuffers(1, &rbo);
_mesa_DeleteFramebuffers(1, &fbo);
_mesa_meta_end(ctx);
/* We're typically called from intel_update_state() and we're supposed to
* return with the state all updated to what it was before
* brw_meta_resolve_color() was called. The meta rendering will have
* messed up the state and we need to call _mesa_update_state() again to
* get back to where we were supposed to be when resolve was called.
*/
if (ctx->NewState)
_mesa_update_state(ctx);
}