/* * \brief Resolve buffers before drawing. * * Resolve the depth buffer's HiZ buffer and resolve the depth buffer of each * enabled depth texture. * * (In the future, this will also perform MSAA resolves). */ static void brw_predraw_resolve_buffers(struct brw_context *brw) { struct gl_context *ctx = &brw->ctx; struct intel_renderbuffer *depth_irb; struct intel_texture_object *tex_obj; /* Resolve the depth buffer's HiZ buffer. */ depth_irb = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH); if (depth_irb) intel_renderbuffer_resolve_hiz(brw, depth_irb); /* Resolve depth buffer of each enabled depth texture, and color buffer of * each fast-clear-enabled color texture. */ for (int i = 0; i < BRW_MAX_TEX_UNIT; i++) { if (!ctx->Texture.Unit[i]._ReallyEnabled) continue; tex_obj = intel_texture_object(ctx->Texture.Unit[i]._Current); if (!tex_obj || !tex_obj->mt) continue; intel_miptree_all_slices_resolve_depth(brw, tex_obj->mt); intel_miptree_resolve_color(brw, tex_obj->mt); } }
/** * \brief Prepare for entry into glBegin/glEnd block. * * Resolve buffers before entering a glBegin/glEnd block. This is * necessary to prevent recursive calls to FLUSH_VERTICES. * * This resolves the depth buffer of each enabled depth texture and the HiZ * buffer of the attached depth renderbuffer. * * Details * ------- * When vertices are queued during a glBegin/glEnd block, those vertices must * be drawn before any rendering state changes. To ensure this, Mesa calls * FLUSH_VERTICES as a prehook to such state changes. Therefore, * FLUSH_VERTICES itself cannot change rendering state without falling into a * recursive trap. * * This precludes meta-ops, namely buffer resolves, from occurring while any * vertices are queued. To prevent that situation, we resolve some buffers on * entering a glBegin/glEnd * * \see brwCleanupExecEnd() */ static void brwPrepareExecBegin(struct gl_context *ctx) { struct brw_context *brw = brw_context(ctx); struct intel_context *intel = &brw->intel; struct intel_renderbuffer *draw_irb; struct intel_texture_object *tex_obj; if (!intel->has_hiz) { /* The context uses no feature that requires buffer resolves. */ return; } /* Resolve each enabled texture. */ for (int i = 0; i < ctx->Const.MaxTextureImageUnits; i++) { if (!ctx->Texture.Unit[i]._ReallyEnabled) continue; tex_obj = intel_texture_object(ctx->Texture.Unit[i]._Current); if (!tex_obj || !tex_obj->mt) continue; intel_miptree_all_slices_resolve_depth(intel, tex_obj->mt); } /* Resolve the attached depth buffer. */ draw_irb = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH); if (draw_irb) { intel_renderbuffer_resolve_hiz(intel, draw_irb); } }