Additional login in intel_draw_buffer() to check if any needed renderbuffers

are software/fallback cases.
The hardware's combined depth/stencil buffer is now treated as such
(ala GL_EXT_packed_depth_stencil).  So the depth/stencil span functions
are effectively merged.  Renderbuffers wrappers will extract the depth or
stencil values when needed.
This commit is contained in:
Brian Paul 2006-03-21 01:11:12 +00:00
parent fe37adfde3
commit a7cdbf5c38
6 changed files with 87 additions and 50 deletions

View file

@ -503,14 +503,19 @@ void intelSwapBuffers( __DRIdrawablePrivate *dPriv )
/**
* 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_renderbuffer *irb;
struct intel_renderbuffer *irb, *irbDepth, *irbStencil;
struct intel_region *colorRegion, *depthRegion;
int front = 0; /* drawing to front color buffer? */
@ -586,9 +591,9 @@ intel_draw_buffer(GLcontext *ctx, struct gl_framebuffer *fb)
ASSERT(irb);
}
/*
* Get color buffer region.
*/
/***
*** Get color buffer region.
***/
if (irb && irb->region)
colorRegion = irb->region;
else
@ -602,14 +607,27 @@ intel_draw_buffer(GLcontext *ctx, struct gl_framebuffer *fb)
intel_region_reference(&intel->draw_region, colorRegion);
}
/*
* Get depth buffer region
*/
irb = intel_renderbuffer(fb->_DepthBuffer);
if (irb && irb->region)
depthRegion = irb->region;
else
/***
*** Get depth buffer region and check if we need a software fallback.
*** Note the BUFFER_DEPTH attachment is usually a DEPTH_STENCIL buffer.
***/
irbDepth = intel_renderbuffer(fb->Attachment[BUFFER_DEPTH].Renderbuffer);
if (irbDepth) {
if (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;
}
/*
* Unbind old depth region, bind new region
@ -619,6 +637,23 @@ intel_draw_buffer(GLcontext *ctx, struct gl_framebuffer *fb)
intel_region_reference(&intel->depth_region, depthRegion);
}
/***
*** Stencil buffer
*** This can only be hardware accelerated if we're using a
*** combined DEPTH_STENCIL buffer (for now anyway).
***/
irbStencil =intel_renderbuffer(fb->Attachment[BUFFER_STENCIL].Renderbuffer);
if (irbStencil) {
if (irbStencil == irbDepth && irbStencil->region)
FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_FALSE);
else
FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_TRUE);
}
else {
FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_FALSE);
}
intel->vtbl.set_draw_region( intel, colorRegion, depthRegion );
}

View file

@ -532,8 +532,9 @@ GLboolean intelMakeCurrent(__DRIcontextPrivate *driContextPriv,
_mesa_make_current(&intel->ctx, drawFb, readFb);
intel->ctx.Driver.DrawBuffer( &intel->ctx, intel->ctx.Color.DrawBuffer[0] );
} else {
intel_draw_buffer(&intel->ctx, drawFb);
}
else {
_mesa_make_current(NULL, NULL, NULL);
}

View file

@ -57,8 +57,10 @@ typedef void (*intel_point_func)(struct intel_context *, intelVertex *);
#define INTEL_FALLBACK_DRAW_BUFFER 0x1
#define INTEL_FALLBACK_READ_BUFFER 0x2
#define INTEL_FALLBACK_USER 0x4
#define INTEL_FALLBACK_RENDERMODE 0x8
#define INTEL_FALLBACK_DEPTH_BUFFER 0x4
#define INTEL_FALLBACK_STENCIL_BUFFER 0x8
#define INTEL_FALLBACK_USER 0x10
#define INTEL_FALLBACK_RENDERMODE 0x20
extern void intelFallback( struct intel_context *intel, GLuint bit, GLboolean mode );
#define FALLBACK( intel, bit, mode ) intelFallback( intel, bit, mode )

View file

@ -35,6 +35,7 @@
#include "texformat.h"
#include "intel_context.h"
#include "intel_buffers.h"
#include "intel_bufmgr.h"
#include "intel_fbo.h"
#include "intel_mipmap_tree.h"
@ -190,14 +191,14 @@ intel_alloc_renderbuffer_storage(GLcontext *ctx, struct gl_renderbuffer *rb,
case GL_DEPTH_COMPONENT24:
case GL_DEPTH_COMPONENT32:
rb->InternalFormat = GL_DEPTH24_STENCIL8_EXT;
rb->DataType = GL_UNSIGNED_INT;
rb->DataType = GL_UNSIGNED_INT_24_8_EXT;
rb->DepthBits = 24;
cpp = 4;
break;
case GL_DEPTH_STENCIL_EXT:
case GL_DEPTH24_STENCIL8_EXT:
rb->InternalFormat = GL_DEPTH24_STENCIL8_EXT;
rb->DataType = GL_UNSIGNED_INT;
rb->DataType = GL_UNSIGNED_INT_24_8_EXT;
rb->DepthBits = 24;
rb->StencilBits = 8;
cpp = 4;
@ -336,7 +337,7 @@ intel_create_renderbuffer(GLenum intFormat, GLsizei width, GLsizei height,
irb->Base._BaseFormat = GL_DEPTH_STENCIL_EXT;
irb->Base.DepthBits = 24;
irb->Base.StencilBits = 8;
irb->Base.DataType = GL_UNSIGNED_INT;
irb->Base.DataType = GL_UNSIGNED_INT_24_8_EXT;
cpp = 4;
break;
default:
@ -409,7 +410,7 @@ intel_bind_framebuffer(GLcontext *ctx, GLenum target,
_mesa_debug(ctx, "%s %d\n", __FUNCTION__, fb->Name);
if (target == GL_FRAMEBUFFER_EXT || target == GL_DRAW_FRAMEBUFFER_EXT) {
ctx->Driver.DrawBuffer(ctx, 0); /* second param is ignored */
intel_draw_buffer(ctx, fb);
/* Integer depth range depends on depth buffer bits */
ctx->Driver.DepthRange(ctx, ctx->Viewport.Near, ctx->Viewport.Far);
}
@ -432,7 +433,7 @@ intel_framebuffer_renderbuffer(GLcontext *ctx,
fb->Name, rb->Name);
_mesa_framebuffer_renderbuffer(ctx, fb, attachment, rb);
ctx->Driver.DrawBuffer(ctx, 0); /* second param is ignored */
intel_draw_buffer(ctx, fb);
}
@ -531,7 +532,7 @@ intel_renderbuffer_texture(GLcontext *ctx,
intel_image = intel_texture_image(newImage);
intel_region_reference(&irb->region, intel_image->mt->region);
ctx->Driver.DrawBuffer(ctx, 0); /* second param is ignored */
intel_draw_buffer(ctx, fb);
}

View file

@ -270,8 +270,8 @@ static GLboolean intelCreateBuffer( __DRIscreenPrivate *driScrnPriv,
if (mesaVis->depthBits == 24 && mesaVis->stencilBits == 8) {
/* combined depth/stencil buffer */
struct intel_renderbuffer *depthStencilRb
= intel_create_renderbuffer(/**GL_DEPTH24_STENCIL8_EXT,**/
GL_DEPTH_COMPONENT24,
= intel_create_renderbuffer(
GL_DEPTH24_STENCIL8_EXT,
screen->width, screen->height,
screen->depth.offset,
screen->depth.pitch,
@ -280,17 +280,6 @@ static GLboolean intelCreateBuffer( __DRIscreenPrivate *driScrnPriv,
intel_set_span_functions(&depthStencilRb->Base);
/* note: bind RB to two attachment points */
_mesa_add_renderbuffer(fb, BUFFER_DEPTH, &depthStencilRb->Base);
#if 1
/* XXX TEMP: separate stencil */
depthStencilRb
= intel_create_renderbuffer(GL_STENCIL_INDEX8_EXT,
screen->width, screen->height,
screen->depth.offset,
screen->depth.pitch,
screen->cpp, /* 4! */
screen->depth.map);
intel_set_span_functions(&depthStencilRb->Base);
#endif
_mesa_add_renderbuffer(fb, BUFFER_STENCIL, &depthStencilRb->Base);
}
else if (mesaVis->depthBits == 16) {

View file

@ -110,8 +110,9 @@
#define LOCAL_STENCIL_VARS LOCAL_DEPTH_VARS
/* 16 bit depthbuffer functions.
*/
/**
** 16-bit depthbuffer functions.
**/
#define WRITE_DEPTH( _x, _y, d ) \
((GLushort *)buf)[(_x) + (_y) * pitch] = d;
@ -123,22 +124,31 @@
#include "depthtmp.h"
/* 24/8 bit interleaved depth/stencil functions
*/
/**
** 24/8-bit interleaved depth/stencil functions
** Note: we're actually reading back combined depth+stencil values.
** The wrappers in main/depthstencil.c are used to extract the depth
** and stencil values.
**/
/* Change ZZZS -> SZZZ */
#define WRITE_DEPTH( _x, _y, d ) { \
GLuint tmp = ((GLuint *)buf)[(_x) + (_y) * pitch]; \
tmp &= 0xff000000; \
tmp |= (d) & 0xffffff; \
GLuint tmp = ((d) >> 8) | ((d) << 24); \
((GLuint *)buf)[(_x) + (_y) * pitch] = tmp; \
}
#define READ_DEPTH( d, _x, _y ) \
d = ((GLuint *)buf)[(_x) + (_y) * pitch] & 0xffffff;
/* Change SZZZ -> ZZZS */
#define READ_DEPTH( d, _x, _y ) { \
GLuint tmp = ((GLuint *)buf)[(_x) + (_y) * pitch]; \
d = (tmp << 8) | (tmp >> 24); \
}
#define TAG(x) intel##x##_z24_s8
#include "depthtmp.h"
/**
** 8-bit stencil function (XXX FBO: This is obsolete)
**/
#define WRITE_STENCIL( _x, _y, d ) { \
GLuint tmp = ((GLuint *)buf)[(_x) + (_y) * pitch]; \
tmp &= 0xffffff; \
@ -278,10 +288,7 @@ void intelSpanRenderStart( GLcontext *ctx )
}
}
#if 1
/* XXX FBO: enable this code when old DRI screen mappings go away */
intel_map_unmap_buffers(intel, GL_TRUE);
#endif
}
/**
@ -310,14 +317,12 @@ void intelSpanRenderFinish( GLcontext *ctx )
}
}
#if 1
/* XXX FBO: enable this code when old DRI screen mappings go away */
intel_map_unmap_buffers(intel, GL_FALSE);
#endif
UNLOCK_HARDWARE( intel );
}
void intelInitSpanFuncs( GLcontext *ctx )
{
struct swrast_device_driver *swdd = _swrast_GetDeviceDriverReference(ctx);
@ -326,6 +331,10 @@ void intelInitSpanFuncs( GLcontext *ctx )
}
/**
* Plug in appropriate span read/write functions for the given renderbuffer.
* These are used for the software fallbacks.
*/
void
intel_set_span_functions(struct gl_renderbuffer *rb)
{