intel: Resolve buffers in intelSpanRenderStart

Resolve all buffers that will be mapped by intelSpanRenderStart. This
comprises resolving the depth buffer of each enabled texture and of the
read and draw buffers.

Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
This commit is contained in:
Chad Versace 2011-11-15 18:21:05 -08:00
parent 1eede4aa87
commit 622bae07a5

View file

@ -253,6 +253,42 @@ intel_framebuffer_unmap(struct intel_context *intel, struct gl_framebuffer *fb)
}
}
/**
* Resolve all buffers that will be mapped by intelSpanRenderStart().
*
* Resolve the depth buffer of each enabled texture and of the read and draw
* buffers.
*
* (Note: In the future this will also perform MSAA resolves.)
*/
static void
intel_span_resolve_buffers(struct intel_context *intel)
{
struct gl_context *ctx = &intel->ctx;
struct intel_renderbuffer *draw_irb;
struct intel_renderbuffer *read_irb;
struct intel_texture_object *tex_obj;
/* Resolve depth buffer of each enabled texture. */
for (int i = 0; i < ctx->Const.MaxTextureImageUnits; i++) {
if (!ctx->Texture.Unit[i]._ReallyEnabled)
continue;
tex_obj = intel_texture_object(ctx->Texture.Unit[i]._Current);
intel_finalize_mipmap_tree(intel, i);
if (!tex_obj || !tex_obj->mt)
continue;
intel_miptree_all_slices_resolve_depth(intel, tex_obj->mt);
}
/* Resolve each attached depth buffer. */
draw_irb = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH);
read_irb = intel_get_renderbuffer(ctx->ReadBuffer, BUFFER_DEPTH);
if (draw_irb)
intel_renderbuffer_resolve_depth(intel, draw_irb);
if (read_irb != draw_irb && read_irb)
intel_renderbuffer_resolve_depth(intel, read_irb);
}
/**
* Map the regions needed by intelSpanRenderStart().
*/
@ -288,8 +324,10 @@ intelSpanRenderStart(struct gl_context * ctx)
{
struct intel_context *intel = intel_context(ctx);
intel_flush(&intel->ctx);
intel_flush(ctx);
intel_prepare_render(intel);
intel_span_resolve_buffers(intel);
intel_flush(ctx);
intel_span_map_buffers(intel);
}