i965: Mark needed downsamples for msaa winsys buffers

Add function intel_renderbuffer_set_needs_downsample. It is a no-op
except on multisample winsys buffers shared with DRI2.

Mark the needed downsamples with the new function at two locations:
    - Immediately after drawing is complete.
    - After blitting.

Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
This commit is contained in:
Chad Versace 2012-07-26 16:47:35 -07:00
parent d3746354fb
commit 6b56140b4b
4 changed files with 29 additions and 6 deletions

View file

@ -163,8 +163,8 @@ do_blorp_blit(struct intel_context *intel, GLbitfield buffer_bit,
srcX0, srcY0, dstX0, dstY0, dstX1, dstY1,
mirror_x, mirror_y);
/* Mark the dst buffer as needing a HiZ resolve if necessary. */
intel_renderbuffer_set_needs_hiz_resolve(intel_renderbuffer(dst_rb));
intel_renderbuffer_set_needs_downsample(intel_renderbuffer(dst_rb));
}

View file

@ -326,18 +326,28 @@ brw_predraw_resolve_buffers(struct brw_context *brw)
* If the depth buffer was written to and if it has an accompanying HiZ
* buffer, then mark that it needs a depth resolve.
*
* (In the future, this will also mark needed MSAA resolves).
* If the color buffer is a multisample window system buffer, then
* mark that it needs a downsample.
*/
static void brw_postdraw_set_buffers_need_resolve(struct brw_context *brw)
{
struct intel_context *intel = &brw->intel;
struct gl_context *ctx = &brw->intel.ctx;
struct gl_framebuffer *fb = ctx->DrawBuffer;
struct intel_renderbuffer *depth_irb =
intel_get_renderbuffer(fb, BUFFER_DEPTH);
if (depth_irb && ctx->Depth.Mask) {
struct intel_renderbuffer *front_irb = NULL;
struct intel_renderbuffer *back_irb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
struct intel_renderbuffer *depth_irb = intel_get_renderbuffer(fb, BUFFER_DEPTH);
if (intel->is_front_buffer_rendering)
front_irb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
if (front_irb)
intel_renderbuffer_set_needs_downsample(front_irb);
if (back_irb)
intel_renderbuffer_set_needs_downsample(back_irb);
if (depth_irb && ctx->Depth.Mask)
intel_renderbuffer_set_needs_depth_resolve(depth_irb);
}
}
static int

View file

@ -881,6 +881,16 @@ intel_blit_framebuffer(struct gl_context *ctx,
mask, filter);
}
/**
* This is a no-op except on multisample buffers shared with DRI2.
*/
void
intel_renderbuffer_set_needs_downsample(struct intel_renderbuffer *irb)
{
if (irb->mt && irb->mt->singlesample_mt)
irb->mt->need_downsample = true;
}
void
intel_renderbuffer_set_needs_hiz_resolve(struct intel_renderbuffer *irb)
{

View file

@ -169,6 +169,9 @@ intel_renderbuffer_tile_offsets(struct intel_renderbuffer *irb,
struct intel_region*
intel_get_rb_region(struct gl_framebuffer *fb, GLuint attIndex);
void
intel_renderbuffer_set_needs_downsample(struct intel_renderbuffer *irb);
void
intel_renderbuffer_set_needs_hiz_resolve(struct intel_renderbuffer *irb);