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Brian 2007-08-09 16:05:08 -06:00
parent e24c696ca8
commit ef5d99e083

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/**************************************************************************
*
* Copyright 2003 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 "intel_screen.h"
#include "intel_context.h"
#include "intel_blit.h"
#include "intel_buffers.h"
#include "intel_depthstencil.h"
#include "intel_fbo.h"
#include "intel_batchbuffer.h"
#include "intel_reg.h"
#include "context.h"
#include "utils.h"
#include "drirenderbuffer.h"
#include "framebuffer.h"
#include "vblank.h"
#include "pipe/p_context.h"
/**
* Update the following fields for rendering:
* intel->numClipRects
* intel->pClipRects
*/
static void
intelSetRenderbufferClipRects(struct intel_context *intel)
{
/* zero-sized buffers might be legal? */
assert(intel->ctx.DrawBuffer->Width > 0);
assert(intel->ctx.DrawBuffer->Height > 0);
intel->fboRect.x1 = 0;
intel->fboRect.y1 = 0;
intel->fboRect.x2 = intel->ctx.DrawBuffer->Width;
intel->fboRect.y2 = intel->ctx.DrawBuffer->Height;
intel->numClipRects = 1;
intel->pClipRects = &intel->fboRect;
}
/**
* 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 pipe_region *colorRegion, *depthRegion = NULL;
struct intel_renderbuffer *irbDepth = NULL, *irbStencil = NULL;
if (!fb) {
/* this can happen during the initial context initialization */
return;
}
/* Do this here, not core Mesa, since this function is called from
* many places within the driver.
*/
if (ctx->NewState & (_NEW_BUFFERS | _NEW_COLOR | _NEW_PIXEL)) {
/* this updates the DrawBuffer->_NumColorDrawBuffers fields, etc */
_mesa_update_framebuffer(ctx);
/* this updates the DrawBuffer's Width/Height if it's a FBO */
_mesa_update_draw_buffer_bounds(ctx);
}
if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
/* this may occur when we're called by glBindFrameBuffer() during
* the process of someone setting up renderbuffers, etc.
*/
/*_mesa_debug(ctx, "DrawBuffer: incomplete user FBO\n");*/
return;
}
if (fb->Name)
intel_validate_paired_depth_stencil(ctx, fb);
/*
* How many color buffers are we drawing into?
*/
if (fb->_NumColorDrawBuffers[0] != 1) {
/* writing to 0 or 2 or 4 color buffers */
/*_mesa_debug(ctx, "Software rendering\n");*/
FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, GL_TRUE);
}
else {
/* draw to exactly one color buffer */
/*_mesa_debug(ctx, "Hardware rendering\n");*/
FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, GL_FALSE);
}
/*
* Get the intel_renderbuffer for the colorbuffer we're drawing into.
* And set up cliprects.
*/
{
struct intel_renderbuffer *irb;
intelSetRenderbufferClipRects(intel);
irb = intel_renderbuffer(fb->_ColorDrawBuffers[0][0]);
colorRegion = (irb && irb->region) ? irb->region : NULL;
}
/* Update culling direction which changes depending on the
* orientation of the buffer:
*/
if (ctx->Driver.FrontFace)
ctx->Driver.FrontFace(ctx, ctx->Polygon.FrontFace);
else
ctx->NewState |= _NEW_POLYGON;
if (!colorRegion) {
FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, GL_TRUE);
}
else {
FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, GL_FALSE);
}
/***
*** Get depth buffer region and check if we need a software fallback.
*** Note that the depth buffer is usually a DEPTH_STENCIL buffer.
***/
if (fb->_DepthBuffer && fb->_DepthBuffer->Wrapped) {
irbDepth = intel_renderbuffer(fb->_DepthBuffer->Wrapped);
if (irbDepth && 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;
}
/***
*** Stencil buffer
*** This can only be hardware accelerated if we're using a
*** combined DEPTH_STENCIL buffer (for now anyway).
***/
if (fb->_StencilBuffer && fb->_StencilBuffer->Wrapped) {
irbStencil = intel_renderbuffer(fb->_StencilBuffer->Wrapped);
if (irbStencil && irbStencil->region) {
ASSERT(irbStencil->Base._ActualFormat == GL_DEPTH24_STENCIL8_EXT);
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);
if (!depthRegion)
depthRegion = irbStencil->region;
}
else {
FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_TRUE);
}
}
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);
}
/**
** Release old regions, reference new regions
**/
// intel->vtbl.set_draw_region(intel, colorRegion, depthRegion);
/* update viewport since it depends on window size */
// ctx->Driver.Viewport(ctx, ctx->Viewport.X, ctx->Viewport.Y,
// ctx->Viewport.Width, ctx->Viewport.Height);
/* Update hardware scissor */
// ctx->Driver.Scissor(ctx, ctx->Scissor.X, ctx->Scissor.Y,
// ctx->Scissor.Width, ctx->Scissor.Height);
}
static void
intelDrawBuffer(GLcontext * ctx, GLenum mode)
{
intel_draw_buffer(ctx, ctx->DrawBuffer);
}
static void
intelReadBuffer(GLcontext * ctx, GLenum mode)
{
if (ctx->ReadBuffer == ctx->DrawBuffer) {
/* This will update FBO completeness status.
* A framebuffer will be incomplete if the GL_READ_BUFFER setting
* refers to a missing renderbuffer. Calling glReadBuffer can set
* that straight and can make the drawing buffer complete.
*/
intel_draw_buffer(ctx, ctx->DrawBuffer);
}
/* Generally, functions which read pixels (glReadPixels, glCopyPixels, etc)
* reference ctx->ReadBuffer and do appropriate state checks.
*/
}
void
intelInitBufferFuncs(struct dd_function_table *functions)
{
functions->DrawBuffer = intelDrawBuffer;
functions->ReadBuffer = intelReadBuffer;
}