intel: replace custom metaops clear with generic.

No real-world impact on performance seen.  Even glxgears seems to be, if
anything, happier.
(cherry picked from commit c96bac0950)
This commit is contained in:
Eric Anholt 2009-01-29 15:49:30 -08:00 committed by Ian Romanick
parent e10119c23e
commit d0edbbb3f3
2 changed files with 180 additions and 75 deletions

View file

@ -1,6 +1,7 @@
/**************************************************************************
*
* Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
* Copyright 2009 Intel Corporation.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
@ -25,99 +26,201 @@
*
**************************************************************************/
#include "intel_clear.h"
#include "main/glheader.h"
#include "main/enums.h"
#include "main/image.h"
#include "main/mtypes.h"
#include "main/attrib.h"
#include "main/blend.h"
#include "main/bufferobj.h"
#include "main/buffers.h"
#include "main/depth.h"
#include "main/enable.h"
#include "main/macros.h"
#include "main/matrix.h"
#include "main/texstate.h"
#include "main/stencil.h"
#include "main/varray.h"
#include "glapi/dispatch.h"
#include "swrast/swrast.h"
#include "intel_context.h"
#include "intel_blit.h"
#include "intel_buffers.h"
#include "intel_chipset.h"
#include "intel_clear.h"
#include "intel_fbo.h"
#include "intel_regions.h"
#include "intel_batchbuffer.h"
#include "main/framebuffer.h"
#include "swrast/swrast.h"
#include "drirenderbuffer.h"
#include "intel_pixel.h"
#define FILE_DEBUG_FLAG DEBUG_BLIT
/* A true meta version of this would be very simple and additionally
* machine independent. Maybe we'll get there one day.
/**
* Perform glClear where mask contains only color, depth, and/or stencil.
*
* The implementation is based on calling into Mesa to set GL state and
* performing normal triangle rendering. The intent of this path is to
* have as generic a path as possible, so that any driver could make use of
* it.
*/
static void
intelClearWithTris(struct intel_context *intel, GLbitfield mask)
void
intel_clear_tris(GLcontext *ctx, GLbitfield mask)
{
GLcontext *ctx = &intel->ctx;
struct intel_context *intel = intel_context(ctx);
GLfloat vertices[4][4];
GLfloat color[4][4];
GLfloat dst_z;
struct gl_framebuffer *fb = ctx->DrawBuffer;
GLuint buf;
int i;
GLboolean saved_fp_enable = GL_FALSE, saved_vp_enable = GL_FALSE;
unsigned int saved_active_texture;
intel->vtbl.install_meta_state(intel);
assert((mask & ~(BUFFER_BIT_BACK_LEFT | BUFFER_BIT_FRONT_LEFT |
BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)) == 0);
/* Back and stencil cliprects are the same. Try and do both
* buffers at once:
*/
if (mask & (BUFFER_BIT_BACK_LEFT | BUFFER_BIT_STENCIL | BUFFER_BIT_DEPTH)) {
struct intel_region *backRegion =
intel_get_rb_region(fb, BUFFER_BACK_LEFT);
struct intel_region *depthRegion =
intel_get_rb_region(fb, BUFFER_DEPTH);
_mesa_PushAttrib(GL_COLOR_BUFFER_BIT |
GL_CURRENT_BIT |
GL_DEPTH_BUFFER_BIT |
GL_ENABLE_BIT |
GL_STENCIL_BUFFER_BIT |
GL_TRANSFORM_BIT |
GL_CURRENT_BIT);
_mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
saved_active_texture = ctx->Texture.CurrentUnit;
intel->vtbl.meta_draw_region(intel, backRegion, depthRegion);
if (mask & BUFFER_BIT_BACK_LEFT)
intel->vtbl.meta_color_mask(intel, GL_TRUE);
else
intel->vtbl.meta_color_mask(intel, GL_FALSE);
if (mask & BUFFER_BIT_STENCIL)
intel->vtbl.meta_stencil_replace(intel,
intel->ctx.Stencil.WriteMask[0],
intel->ctx.Stencil.Clear);
else
intel->vtbl.meta_no_stencil_write(intel);
if (mask & BUFFER_BIT_DEPTH)
intel->vtbl.meta_depth_replace(intel);
else
intel->vtbl.meta_no_depth_write(intel);
intel->vtbl.meta_draw_quad(intel,
fb->_Xmin,
fb->_Xmax,
fb->_Ymin,
fb->_Ymax,
intel->ctx.Depth.Clear,
intel->ClearColor8888,
0, 0, 0, 0); /* texcoords */
mask &= ~(BUFFER_BIT_BACK_LEFT | BUFFER_BIT_STENCIL | BUFFER_BIT_DEPTH);
/* Disable existing GL state we don't want to apply to a clear. */
_mesa_Disable(GL_ALPHA_TEST);
_mesa_Disable(GL_BLEND);
_mesa_Disable(GL_CULL_FACE);
_mesa_Disable(GL_FOG);
_mesa_Disable(GL_POLYGON_SMOOTH);
_mesa_Disable(GL_POLYGON_STIPPLE);
_mesa_Disable(GL_POLYGON_OFFSET_FILL);
_mesa_Disable(GL_LIGHTING);
_mesa_Disable(GL_CLIP_PLANE0);
_mesa_Disable(GL_CLIP_PLANE1);
_mesa_Disable(GL_CLIP_PLANE2);
_mesa_Disable(GL_CLIP_PLANE3);
_mesa_Disable(GL_CLIP_PLANE4);
_mesa_Disable(GL_CLIP_PLANE5);
if (ctx->Extensions.ARB_fragment_program && ctx->FragmentProgram.Enabled) {
saved_fp_enable = GL_TRUE;
_mesa_Disable(GL_FRAGMENT_PROGRAM_ARB);
}
if (ctx->Extensions.ARB_vertex_program && ctx->VertexProgram.Enabled) {
saved_vp_enable = GL_TRUE;
_mesa_Disable(GL_VERTEX_PROGRAM_ARB);
}
/* clear the remaining (color) renderbuffers */
for (buf = 0; buf < BUFFER_COUNT && mask; buf++) {
const GLuint bufBit = 1 << buf;
if (mask & bufBit) {
struct intel_renderbuffer *irbColor =
intel_renderbuffer(fb->Attachment[buf].Renderbuffer);
if (ctx->Texture._EnabledUnits != 0) {
int i;
ASSERT(irbColor);
intel->vtbl.meta_no_depth_write(intel);
intel->vtbl.meta_no_stencil_write(intel);
intel->vtbl.meta_color_mask(intel, GL_TRUE);
intel->vtbl.meta_draw_region(intel, irbColor->region, NULL);
intel->vtbl.meta_draw_quad(intel,
fb->_Xmin,
fb->_Xmax,
fb->_Ymin,
fb->_Ymax,
0, intel->ClearColor8888,
0, 0, 0, 0); /* texcoords */
mask &= ~bufBit;
for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
_mesa_ActiveTextureARB(GL_TEXTURE0 + i);
_mesa_Disable(GL_TEXTURE_1D);
_mesa_Disable(GL_TEXTURE_2D);
_mesa_Disable(GL_TEXTURE_3D);
if (ctx->Extensions.ARB_texture_cube_map)
_mesa_Disable(GL_TEXTURE_CUBE_MAP_ARB);
if (ctx->Extensions.NV_texture_rectangle)
_mesa_Disable(GL_TEXTURE_RECTANGLE_NV);
if (ctx->Extensions.MESA_texture_array) {
_mesa_Disable(GL_TEXTURE_1D_ARRAY_EXT);
_mesa_Disable(GL_TEXTURE_2D_ARRAY_EXT);
}
}
}
intel->vtbl.leave_meta_state(intel);
intel_meta_set_passthrough_transform(intel);
for (i = 0; i < 4; i++) {
color[i][0] = ctx->Color.ClearColor[0];
color[i][1] = ctx->Color.ClearColor[1];
color[i][2] = ctx->Color.ClearColor[2];
color[i][3] = ctx->Color.ClearColor[3];
}
/* convert clear Z from [0,1] to NDC coord in [-1,1] */
dst_z = -1.0 + 2.0 * ctx->Depth.Clear;
/* Prepare the vertices, which are the same regardless of which buffer we're
* drawing to.
*/
vertices[0][0] = fb->_Xmin;
vertices[0][1] = fb->_Ymin;
vertices[0][2] = dst_z;
vertices[0][3] = 1.0;
vertices[1][0] = fb->_Xmax;
vertices[1][1] = fb->_Ymin;
vertices[1][2] = dst_z;
vertices[1][3] = 1.0;
vertices[2][0] = fb->_Xmax;
vertices[2][1] = fb->_Ymax;
vertices[2][2] = dst_z;
vertices[2][3] = 1.0;
vertices[3][0] = fb->_Xmin;
vertices[3][1] = fb->_Ymax;
vertices[3][2] = dst_z;
vertices[3][3] = 1.0;
_mesa_ColorPointer(4, GL_FLOAT, 4 * sizeof(GLfloat), &color);
_mesa_VertexPointer(4, GL_FLOAT, 4 * sizeof(GLfloat), &vertices);
_mesa_Enable(GL_COLOR_ARRAY);
_mesa_Enable(GL_VERTEX_ARRAY);
while (mask != 0) {
GLuint this_mask = 0;
if (mask & BUFFER_BIT_BACK_LEFT)
this_mask = BUFFER_BIT_BACK_LEFT;
else if (mask & BUFFER_BIT_FRONT_LEFT)
this_mask = BUFFER_BIT_FRONT_LEFT;
/* Clear depth/stencil in the same pass as color. */
this_mask |= (mask & (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL));
/* Select the current color buffer and use the color write mask if
* we have one, otherwise don't write any color channels.
*/
if (this_mask & BUFFER_BIT_FRONT_LEFT)
_mesa_DrawBuffer(GL_FRONT_LEFT);
else if (this_mask & BUFFER_BIT_BACK_LEFT)
_mesa_DrawBuffer(GL_BACK_LEFT);
else
_mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
/* Control writing of the depth clear value to depth. */
if (this_mask & BUFFER_BIT_DEPTH) {
_mesa_DepthFunc(GL_ALWAYS);
_mesa_Enable(GL_DEPTH_TEST);
} else {
_mesa_Disable(GL_DEPTH_TEST);
_mesa_DepthMask(GL_FALSE);
}
/* Control writing of the stencil clear value to stencil. */
if (this_mask & BUFFER_BIT_STENCIL) {
_mesa_Enable(GL_STENCIL_TEST);
_mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
_mesa_StencilFuncSeparate(GL_FRONT, GL_ALWAYS, ctx->Stencil.Clear,
ctx->Stencil.WriteMask[0]);
} else {
_mesa_Disable(GL_STENCIL_TEST);
}
CALL_DrawArrays(ctx->Exec, (GL_TRIANGLE_FAN, 0, 4));
mask &= ~this_mask;
}
intel_meta_restore_transform(intel);
_mesa_ActiveTextureARB(GL_TEXTURE0 + saved_active_texture);
if (saved_fp_enable)
_mesa_Enable(GL_FRAGMENT_PROGRAM_ARB);
if (saved_vp_enable)
_mesa_Enable(GL_VERTEX_PROGRAM_ARB);
_mesa_PopClientAttrib();
_mesa_PopAttrib();
}
static const char *buffer_names[] = {
@ -236,7 +339,7 @@ intelClear(GLcontext *ctx, GLbitfield mask)
}
DBG("\n");
}
intelClearWithTris(intel, tri_mask);
intel_clear_tris(ctx, tri_mask);
}
if (swrast_mask) {

View file

@ -76,4 +76,6 @@ void intelBitmap(GLcontext * ctx,
const struct gl_pixelstore_attrib *unpack,
const GLubyte * pixels);
void intel_clear_tris(GLcontext *ctx, GLbitfield mask);
#endif