Support for separate depth and stencil renderbuffers.

If the user creates several stencil renderbuffers and several depth
renderbuffers, any combination can get bound to a framebuffer object.
Since the hardware only supports combined depth+stencil buffers we
need to do some shuffling of buffer data to make things work.
This code deals with that.
Now fbotexture.c runs in hardware without the -ds flag.
Probably quite a few loose ends, clean-ups remain...
This commit is contained in:
Brian Paul 2006-03-22 18:46:18 +00:00
parent 78382b4bbe
commit 7f31255eb2
6 changed files with 319 additions and 18 deletions

View file

@ -47,6 +47,7 @@ DRIVER_SOURCES = \
intel_state.c \
intel_tris.c \
intel_fbo.c \
intel_depthstencil.c \
intel_bufmgr.c

View file

@ -29,6 +29,7 @@
#include "intel_context.h"
#include "intel_blit.h"
#include "intel_buffers.h"
#include "intel_depthstencil.h"
#include "intel_fbo.h"
#include "intel_tris.h"
#include "intel_regions.h"
@ -516,8 +517,8 @@ void
intel_draw_buffer(GLcontext *ctx, struct gl_framebuffer *fb)
{
struct intel_context *intel = intel_context(ctx);
struct intel_region *colorRegion, *depthRegion;
struct intel_renderbuffer *irbDepth, *irbStencil;
struct intel_region *colorRegion, *depthRegion = NULL;
struct intel_renderbuffer *irbDepth = NULL, *irbStencil = NULL;
int front = 0; /* drawing to front color buffer? */
if (!fb) {
@ -533,6 +534,8 @@ intel_draw_buffer(GLcontext *ctx, struct gl_framebuffer *fb)
_mesa_update_framebuffer(ctx);
/* this updates the DrawBuffer's Width/Height if it's a FBO */
_mesa_update_draw_buffer_bounds(ctx);
intel_validate_depth_stencil(ctx, fb);
}
if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
@ -607,8 +610,13 @@ intel_draw_buffer(GLcontext *ctx, struct gl_framebuffer *fb)
*** Get depth buffer region and check if we need a software fallback.
*** Note the BUFFER_DEPTH attachment is usually a DEPTH_STENCIL buffer.
***/
#if 0
irbDepth = intel_get_renderbuffer(fb, BUFFER_DEPTH);
if (irbDepth) {
#else
if (fb->_DepthBuffer && fb->_DepthBuffer->Wrapped) {
irbDepth = intel_renderbuffer(fb->_DepthBuffer->Wrapped);
#endif
if (irbDepth->region) {
FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_FALSE);
depthRegion = irbDepth->region;
@ -638,9 +646,15 @@ intel_draw_buffer(GLcontext *ctx, struct gl_framebuffer *fb)
*** This can only be hardware accelerated if we're using a
*** combined DEPTH_STENCIL buffer (for now anyway).
***/
#if 0
irbStencil = intel_get_renderbuffer(fb, BUFFER_STENCIL);
if (irbStencil) {
if (irbStencil == irbDepth && irbStencil->region) {
#else
if (fb->_StencilBuffer && fb->_StencilBuffer->Wrapped) {
irbStencil = intel_renderbuffer(fb->_StencilBuffer->Wrapped);
#endif
if ((irbStencil == irbDepth && irbStencil->region) /***||
(irbStencil->PairedDepth == irbDepth->Base.Name)**/) {
ASSERT(irbStencil->Base._ActualFormat == GL_DEPTH24_STENCIL8_EXT);
FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_FALSE);
/* need to re-compute stencil hw state */
@ -651,10 +665,14 @@ intel_draw_buffer(GLcontext *ctx, struct gl_framebuffer *fb)
}
}
else {
/* XXX FBO: instead of FALSE, pass ctx->Stencil.Enabled ??? */
FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_FALSE);
/* need to re-compute stencil hw state */
ctx->Driver.Enable(ctx, GL_STENCIL_TEST, ctx->Stencil.Enabled);
}
/*
_mesa_debug(ctx, "STENCIL FALLBACK: 0x%x\n", intel->Fallback );
*/
intel->vtbl.set_draw_region( intel, colorRegion, depthRegion );

View file

@ -0,0 +1,269 @@
/**************************************************************************
*
* Copyright 2006 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 "glheader.h"
#include "imports.h"
#include "context.h"
#include "depthstencil.h"
#include "fbobject.h"
#include "framebuffer.h"
#include "hash.h"
#include "mtypes.h"
#include "renderbuffer.h"
#include "intel_context.h"
#include "intel_fbo.h"
#include "intel_depthstencil.h"
#include "intel_regions.h"
/**
* The GL_EXT_framebuffer_object allows the user to create their own
* framebuffer objects consisting of color renderbuffers (0 or more),
* depth renderbuffers (0 or 1) and stencil renderbuffers (0 or 1).
*
* The spec considers depth and stencil renderbuffers to be totally independent
* buffers. In reality, most graphics hardware today uses a combined
* depth+stencil buffer (one 32-bit pixel = 24 bits of Z + 8 bits of stencil).
*
* This causes difficulty because the user may create some number of depth
* renderbuffers and some number of stencil renderbuffers and bind them
* together in framebuffers in any combination.
*
* This code manages all that.
*
* 1. Depth renderbuffers are always allocated in hardware as 32bpp
* GL_DEPTH24_STENCIL8 buffers.
*
* 2. Stencil renderbuffers are initially allocated in software as 8bpp
* GL_STENCIL_INDEX8 buffers.
*
* 3. Depth and Stencil renderbuffers use the PairedStencil and PairedDepth
* fields (respectively) to indicate if the buffer's currently paired
* with another stencil or depth buffer (respectively).
*
* 4. When a depth and stencil buffer are initially both attached to the
* current framebuffer, we merge the stencil buffer values into the
* depth buffer (really a depth+stencil buffer). The then hardware uses
* the combined buffer.
*
* 5. Whenever a depth or stencil buffer is reallocated (with
* glRenderbufferStorage) we undo the pairing and copy the stencil values
* from the combined depth/stencil buffer back to the stencil-only buffer.
*
* 6. We also undo the pairing when we find a change in buffer bindings.
*
* 7. If a framebuffer is only using a depth renderbuffer (no stencil), we
* just use the combined depth/stencil buffer and ignore the stencil values.
*
* 8. If a framebuffer is only using a stencil renderbuffer (no depth) we have
* to promote the 8bpp software stencil buffer to a 32bpp hardware
* depth+stencil buffer.
*
*/
static void
map_regions(GLcontext *ctx,
struct intel_renderbuffer *depthRb,
struct intel_renderbuffer *stencilRb)
{
struct intel_context *intel = intel_context(ctx);
if (depthRb && depthRb->region) {
intel_region_map(intel, depthRb->region);
depthRb->pfMap = depthRb->region->map;
depthRb->pfPitch = depthRb->region->pitch;
}
if (stencilRb && stencilRb->region) {
intel_region_map(intel, stencilRb->region);
stencilRb->pfMap = stencilRb->region->map;
stencilRb->pfPitch = stencilRb->region->pitch;
}
}
static void
unmap_regions(GLcontext *ctx,
struct intel_renderbuffer *depthRb,
struct intel_renderbuffer *stencilRb)
{
struct intel_context *intel = intel_context(ctx);
if (depthRb && depthRb->region) {
intel_region_unmap(intel, depthRb->region);
depthRb->pfMap = NULL;
depthRb->pfPitch = 0;
}
if (stencilRb && stencilRb->region) {
intel_region_unmap(intel, stencilRb->region);
stencilRb->pfMap = NULL;
stencilRb->pfPitch = 0;
}
}
/**
* Undo the pairing/interleaving between depth and stencil buffers.
* driRb should be a depth/stencil or stencil renderbuffer.
*/
void
intel_undo_depth_stencil_pairing(GLcontext *ctx,
struct intel_renderbuffer *irb)
{
if (irb->PairedStencil) {
/* irb is a depth/stencil buffer */
struct gl_renderbuffer *stencilRb;
struct intel_renderbuffer *stencilIrb;
ASSERT(irb->Base._ActualFormat == GL_DEPTH24_STENCIL8_EXT);
stencilRb = _mesa_lookup_renderbuffer(ctx, irb->PairedStencil);
stencilIrb = intel_renderbuffer(stencilRb);
if (stencilIrb) {
/* need to extract stencil values from the depth buffer */
ASSERT(stencilIrb->PairedDepth == irb->Base.Name);
map_regions(ctx, irb, NULL);
_mesa_extract_stencil(ctx, &irb->Base, &stencilIrb->Base);
unmap_regions(ctx, irb, NULL);
stencilIrb->PairedDepth = 0;
}
irb->PairedStencil = 0;
}
else if (irb->PairedDepth) {
/* irb is a stencil buffer */
struct gl_renderbuffer *depthRb;
struct intel_renderbuffer *depthIrb;
ASSERT(irb->Base._ActualFormat == GL_STENCIL_INDEX8_EXT ||
irb->Base._ActualFormat == GL_DEPTH24_STENCIL8_EXT);
depthRb = _mesa_lookup_renderbuffer(ctx, irb->PairedDepth);
depthIrb = intel_renderbuffer(depthRb);
if (depthIrb) {
/* need to extract stencil values from the depth buffer */
ASSERT(depthIrb->PairedStencil == irb->Base.Name);
map_regions(ctx, irb, NULL);
_mesa_extract_stencil(ctx, &depthIrb->Base, &irb->Base);
unmap_regions(ctx, irb, NULL);
depthIrb->PairedStencil = 0;
}
irb->PairedDepth = 0;
}
else {
_mesa_problem(ctx, "Problem in undo_depth_stencil_pairing");
}
ASSERT(irb->PairedStencil == 0);
ASSERT(irb->PairedDepth == 0);
}
/**
* Must be called if NewState & _NEW_BUFFER
*/
void
intel_validate_depth_stencil(GLcontext *ctx, struct gl_framebuffer *fb)
{
struct intel_renderbuffer *depthRb, *stencilRb;
depthRb = intel_get_renderbuffer(fb, BUFFER_DEPTH);
stencilRb = intel_get_renderbuffer(fb, BUFFER_STENCIL);
if (depthRb && stencilRb) {
if (depthRb == stencilRb) {
/* Using a user-created combined depth/stencil buffer.
* Nothing to do.
*/
ASSERT(depthRb->Base._BaseFormat == GL_DEPTH_STENCIL_EXT);
ASSERT(depthRb->Base._ActualFormat == GL_DEPTH24_STENCIL8_EXT);
}
else {
/* Separate depth/stencil buffers, need to interleave now */
ASSERT(depthRb->Base._BaseFormat == GL_DEPTH_COMPONENT);
ASSERT(stencilRb->Base._BaseFormat == GL_STENCIL_INDEX);
/* may need to interleave depth/stencil now */
if (depthRb->PairedStencil == stencilRb->Base.Name) {
/* OK, the depth and stencil buffers are already interleaved */
ASSERT(stencilRb->PairedDepth == depthRb->Base.Name);
}
else {
/* need to setup pairing/interleaving */
if (depthRb->PairedStencil) {
intel_undo_depth_stencil_pairing(ctx, depthRb);
}
if (stencilRb->PairedDepth) {
intel_undo_depth_stencil_pairing(ctx, stencilRb);
}
ASSERT(depthRb->Base._ActualFormat == GL_DEPTH24_STENCIL8_EXT);
ASSERT(stencilRb->Base._ActualFormat == GL_STENCIL_INDEX8_EXT ||
stencilRb->Base._ActualFormat == GL_DEPTH24_STENCIL8_EXT);
/* establish new pairing: interleave stencil into depth buffer */
map_regions(ctx, depthRb, stencilRb);
_mesa_insert_stencil(ctx, &depthRb->Base, &stencilRb->Base);
unmap_regions(ctx, depthRb, stencilRb);
depthRb->PairedStencil = stencilRb->Base.Name;
stencilRb->PairedDepth = depthRb->Base.Name;
}
}
}
else if (depthRb) {
/* Depth buffer but no stencil buffer.
* We'll use a GL_DEPTH24_STENCIL8 buffer and ignore the stencil bits.
*/
ASSERT(depthRb->Base._ActualFormat == GL_DEPTH24_STENCIL8_EXT);
/* intel_undo any previous pairing */
if (depthRb->PairedStencil) {
intel_undo_depth_stencil_pairing(ctx, depthRb);
}
}
else if (stencilRb) {
/* Stencil buffer but no depth buffer.
* Since h/w doesn't typically support just 8bpp stencil w/out Z,
* we'll use a GL_DEPTH24_STENCIL8 buffer and ignore the depth bits.
*/
/* undo any previous pairing */
if (stencilRb->PairedDepth) {
intel_undo_depth_stencil_pairing(ctx, stencilRb);
}
if (stencilRb->Base._ActualFormat == GL_STENCIL_INDEX8_EXT) {
/* promote buffer to GL_DEPTH24_STENCIL8 */
_mesa_promote_stencil(ctx, &stencilRb->Base);
}
ASSERT(stencilRb->Base._ActualFormat == GL_DEPTH24_STENCIL8_EXT);
}
_mesa_update_depth_buffer(ctx, fb, BUFFER_DEPTH);
_mesa_update_stencil_buffer(ctx, fb, BUFFER_DEPTH); /* Yes, not STENCIL */
/* The hardware should use fb->Attachment[BUFFER_DEPTH].Renderbuffer
* first, if present, then fb->Attachment[BUFFER_STENCIL].Renderbuffer
* if present.
*/
}

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@ -0,0 +1,14 @@
#ifndef INTEL_DEPTH_STENCIL_H
#define INTEL_DEPTH_STENCIL_H
extern void
intel_undo_depth_stencil_pairing(GLcontext *ctx,
struct intel_renderbuffer *driRb);
extern void
intel_validate_depth_stencil(GLcontext *ctx, struct gl_framebuffer *fb);
#endif /* INTEL_DEPTH_STENCIL_H */

View file

@ -37,12 +37,12 @@
#include "intel_context.h"
#include "intel_buffers.h"
#include "intel_bufmgr.h"
#include "intel_depthstencil.h"
#include "intel_fbo.h"
#include "intel_mipmap_tree.h"
#include "intel_regions.h"
#include "intel_span.h"
#define INTEL_RB_CLASS 0x12345678
@ -102,6 +102,12 @@ intel_delete_renderbuffer(struct gl_renderbuffer *rb)
struct intel_context *intel = intel_context(ctx);
struct intel_renderbuffer *irb = intel_renderbuffer(rb);
ASSERT(irb);
if (irb->PairedStencil || irb->PairedDepth) {
intel_undo_depth_stencil_pairing(ctx, irb);
}
if (intel && irb->region) {
intel_region_release(intel, &irb->region);
}
@ -156,15 +162,6 @@ intel_alloc_renderbuffer_storage(GLcontext *ctx, struct gl_renderbuffer *rb,
ASSERT(rb->Name != 0);
/* defaults */
rb->RedBits =
rb->GreenBits =
rb->BlueBits =
rb->AlphaBits =
rb->IndexBits =
rb->DepthBits =
rb->StencilBits = 0;
switch (internalFormat) {
case GL_R3_G3_B2:
case GL_RGB4:
@ -202,12 +199,11 @@ intel_alloc_renderbuffer_storage(GLcontext *ctx, struct gl_renderbuffer *rb,
case GL_STENCIL_INDEX4_EXT:
case GL_STENCIL_INDEX8_EXT:
case GL_STENCIL_INDEX16_EXT:
rb->_ActualFormat = GL_STENCIL_INDEX8_EXT;
rb->DataType = GL_UNSIGNED_BYTE;
/* alloc a depth+stencil buffer */
rb->_ActualFormat = GL_DEPTH24_STENCIL8_EXT;
rb->DataType = GL_UNSIGNED_INT_24_8_EXT;
rb->StencilBits = 8;
cpp = 1;
softwareBuffer = GL_TRUE;
/* XXX software buffer? */
cpp = 4;
break;
case GL_DEPTH_COMPONENT16:
rb->_ActualFormat = GL_DEPTH_COMPONENT16;

View file

@ -42,6 +42,9 @@ struct intel_renderbuffer {
void *pfMap; /* possibly paged flipped map pointer */
GLuint pfPitch; /* possibly paged flipped pitch */
GLboolean RenderToTexture; /* RTT? */
GLuint PairedDepth; /**< only used if this is a depth renderbuffer */
GLuint PairedStencil; /**< only used if this is a stencil renderbuffer */
};