static void leave_meta_state(struct intel_context *intel) { struct i830_context *i830 = i830_context(&intel->ctx); intel_region_release(&i830->meta.draw_region); intel_region_release(&i830->meta.depth_region); /* intel_region_release(intel, &i830->meta.tex_region[0]); */ SET_STATE(i830, state); }
/* called from intelDrawBuffer() */ static void brw_set_draw_region( struct intel_context *intel, struct intel_region *draw_region, struct intel_region *depth_region) { struct brw_context *brw = brw_context(&intel->ctx); intel_region_release(intel, &brw->state.draw_region); intel_region_release(intel, &brw->state.depth_region); intel_region_reference(&brw->state.draw_region, draw_region); intel_region_reference(&brw->state.depth_region, depth_region); }
struct intel_region * intel_region_alloc_for_handle(struct intel_context *intel, GLuint cpp, GLuint width, GLuint height, GLuint pitch, GLuint handle, const char *name) { struct intel_region *region; dri_bo *buffer; int ret; buffer = intel_bo_gem_create_from_name(intel->bufmgr, name, handle); region = intel_region_alloc_internal(intel, cpp, width, height, pitch, buffer); if (region == NULL) return region; ret = dri_bo_get_tiling(region->buffer, ®ion->tiling, ®ion->bit_6_swizzle); if (ret != 0) { fprintf(stderr, "Couldn't get tiling of buffer %d (%s): %s\n", handle, name, strerror(-ret)); intel_region_release(®ion); return NULL; } return region; }
static void intelReleaseBuffer(__DRIscreen *screen, __DRIbuffer *buffer) { struct intel_buffer *intelBuffer = (struct intel_buffer *) buffer; intel_region_release(&intelBuffer->region); free(intelBuffer); }
/** * \brief Assign a DRI buffer's DRM region to a renderbuffer. * * This is called from intel_update_renderbuffers(). * * \par Note: * DRI buffers whose attachment point is DRI2BufferStencil or * DRI2BufferDepthStencil are handled as special cases. * * \param buffer_name is a human readable name, such as "dri2 front buffer", * that is passed to intel_region_alloc_for_handle(). * * \see intel_update_renderbuffers() * \see intel_region_alloc_for_handle() */ static void intel_process_dri2_buffer(struct intel_context *intel, __DRIdrawable *drawable, __DRIbuffer *buffer, struct intel_renderbuffer *rb, const char *buffer_name) { struct intel_region *region = NULL; if (!rb) return; unsigned num_samples = rb->Base.Base.NumSamples; /* We try to avoid closing and reopening the same BO name, because the first * use of a mapping of the buffer involves a bunch of page faulting which is * moderately expensive. */ if (num_samples == 0) { if (rb->mt && rb->mt->region && rb->mt->region->name == buffer->name) return; } else { if (rb->mt && rb->mt->singlesample_mt && rb->mt->singlesample_mt->region && rb->mt->singlesample_mt->region->name == buffer->name) return; } if (unlikely(INTEL_DEBUG & DEBUG_DRI)) { fprintf(stderr, "attaching buffer %d, at %d, cpp %d, pitch %d\n", buffer->name, buffer->attachment, buffer->cpp, buffer->pitch); } intel_miptree_release(&rb->mt); region = intel_region_alloc_for_handle(intel->intelScreen, buffer->cpp, drawable->w, drawable->h, buffer->pitch / buffer->cpp, buffer->name, buffer_name); if (!region) return; rb->mt = intel_miptree_create_for_dri2_buffer(intel, buffer->attachment, intel_rb_format(rb), num_samples, region); intel_region_release(®ion); }
void intel_renderbuffer_set_region(struct intel_renderbuffer *rb, struct intel_region *region) { struct intel_region *old; old = rb->region; rb->region = NULL; intel_region_reference(&rb->region, region); intel_region_release(&old); }
void intel_renderbuffer_set_region(struct intel_renderbuffer *rb, struct intel_region *region) { struct intel_region *old; old = rb->region; rb->region = NULL; intel_region_reference(&rb->region, region); intel_region_release(&old); rb->pfMap = region->map; rb->pfPitch = region->pitch; }
void intel_region_reference(struct intel_region **dst, struct intel_region *src) { _DBG("%s: %p(%d) -> %p(%d)\n", __FUNCTION__, *dst, *dst ? (*dst)->refcount : 0, src, src ? src->refcount : 0); if (src != *dst) { if (*dst) intel_region_release(dst); if (src) src->refcount++; *dst = src; } }
/** * Called by Mesa when rendering to a texture is done. */ static void intel_finish_render_texture(GLcontext * ctx, struct gl_renderbuffer_attachment *att) { struct intel_renderbuffer *irb = intel_renderbuffer(att->Renderbuffer); DBG("End render texture (tid %x) tex %u\n", _glthread_GetID(), att->Texture->Name); if (irb) { /* just release the region */ intel_region_release(&irb->region); } else if (att->Renderbuffer) { /* software fallback */ _mesa_finish_render_texture(ctx, att); /* XXX FBO: Need to unmap the buffer (or in intelSpanRenderStart???) */ } }
/** Called by gl_renderbuffer::Delete() */ static void intel_delete_renderbuffer(struct gl_renderbuffer *rb) { GET_CURRENT_CONTEXT(ctx); struct intel_context *intel = intel_context(ctx); struct intel_renderbuffer *irb = intel_renderbuffer(rb); ASSERT(irb); if (irb->span_cache != NULL) _mesa_free(irb->span_cache); if (intel && irb->region) { intel_region_release(&irb->region); } _mesa_free(irb); }
static void intel_delete_renderbuffer(struct gl_renderbuffer *rb) { GET_CURRENT_CONTEXT(ctx); struct intel_context *intel = intel_context(ctx); struct intel_renderbuffer *irb = intel_renderbuffer(rb); ASSERT(irb); if (irb->PairedStencil || irb->PairedDepth) { intel_unpair_depth_stencil(ctx, irb); } if (intel && irb->region) { intel_region_release(&irb->region); } _mesa_free(irb); }
void intel_miptree_release(struct intel_mipmap_tree **mt) { if (!*mt) return; DBG("%s %p refcount will be %d\n", __func__, *mt, (*mt)->refcount - 1); if (--(*mt)->refcount <= 0) { GLuint i; DBG("%s deleting %p\n", __func__, *mt); intel_region_release(&((*mt)->region)); for (i = 0; i < MAX_TEXTURE_LEVELS; i++) { free((*mt)->level[i].slice); } free(*mt); } *mt = NULL; }
void intel_miptree_release(struct intel_context *intel, struct intel_mipmap_tree **mt) { if (!*mt) return; DBG("%s %p refcount will be %d\n", __FUNCTION__, *mt, (*mt)->refcount - 1); if (--(*mt)->refcount <= 0) { GLuint i; DBG("%s deleting %p\n", __FUNCTION__, *mt); intel_region_release(&((*mt)->region)); for (i = 0; i < MAX_TEXTURE_LEVELS; i++) if ((*mt)->level[i].image_offset) free((*mt)->level[i].image_offset); free(*mt); } *mt = NULL; }
/** * Called via glRenderbufferStorageEXT() to set the format and allocate * storage for a user-created renderbuffer. */ static GLboolean intel_alloc_renderbuffer_storage(GLcontext * ctx, struct gl_renderbuffer *rb, GLenum internalFormat, GLuint width, GLuint height) { struct intel_context *intel = intel_context(ctx); struct intel_renderbuffer *irb = intel_renderbuffer(rb); int cpp; GLuint pitch; ASSERT(rb->Name != 0); switch (internalFormat) { case GL_R3_G3_B2: case GL_RGB4: case GL_RGB5: rb->Format = MESA_FORMAT_RGB565; rb->DataType = GL_UNSIGNED_BYTE; break; case GL_RGB: case GL_RGB8: case GL_RGB10: case GL_RGB12: case GL_RGB16: rb->Format = MESA_FORMAT_XRGB8888; rb->DataType = GL_UNSIGNED_BYTE; break; case GL_RGBA: case GL_RGBA2: case GL_RGBA4: case GL_RGB5_A1: case GL_RGBA8: case GL_RGB10_A2: case GL_RGBA12: case GL_RGBA16: rb->Format = MESA_FORMAT_ARGB8888; rb->DataType = GL_UNSIGNED_BYTE; break; case GL_STENCIL_INDEX: case GL_STENCIL_INDEX1_EXT: case GL_STENCIL_INDEX4_EXT: case GL_STENCIL_INDEX8_EXT: case GL_STENCIL_INDEX16_EXT: /* alloc a depth+stencil buffer */ rb->Format = MESA_FORMAT_S8_Z24; rb->DataType = GL_UNSIGNED_INT_24_8_EXT; break; case GL_DEPTH_COMPONENT16: rb->Format = MESA_FORMAT_Z16; rb->DataType = GL_UNSIGNED_SHORT; break; case GL_DEPTH_COMPONENT: case GL_DEPTH_COMPONENT24: case GL_DEPTH_COMPONENT32: rb->Format = MESA_FORMAT_S8_Z24; rb->DataType = GL_UNSIGNED_INT_24_8_EXT; break; case GL_DEPTH_STENCIL_EXT: case GL_DEPTH24_STENCIL8_EXT: rb->Format = MESA_FORMAT_S8_Z24; rb->DataType = GL_UNSIGNED_INT_24_8_EXT; break; default: _mesa_problem(ctx, "Unexpected format in intel_alloc_renderbuffer_storage"); return GL_FALSE; } rb->_BaseFormat = _mesa_base_fbo_format(ctx, internalFormat); cpp = _mesa_get_format_bytes(rb->Format); intelFlush(ctx); /* free old region */ if (irb->region) { intel_region_release(&irb->region); } /* allocate new memory region/renderbuffer */ /* Choose a pitch to match hardware requirements: */ pitch = ((cpp * width + 63) & ~63) / cpp; /* alloc hardware renderbuffer */ DBG("Allocating %d x %d Intel RBO (pitch %d)\n", width, height, pitch); irb->region = intel_region_alloc(intel, I915_TILING_NONE, cpp, width, height, pitch, GL_TRUE); if (!irb->region) return GL_FALSE; /* out of memory? */ ASSERT(irb->region->buffer); rb->Width = width; rb->Height = height; return GL_TRUE; }
struct intel_mipmap_tree * intel_miptree_create(struct intel_context *intel, GLenum target, mesa_format format, GLuint first_level, GLuint last_level, GLuint width0, GLuint height0, GLuint depth0, bool expect_accelerated_upload, enum intel_miptree_tiling_mode requested_tiling) { struct intel_mipmap_tree *mt; GLuint total_width, total_height; mt = intel_miptree_create_layout(intel, target, format, first_level, last_level, width0, height0, depth0, false); /* * pitch == 0 || height == 0 indicates the null texture */ if (!mt || !mt->total_width || !mt->total_height) { intel_miptree_release(&mt); return NULL; } total_width = mt->total_width; total_height = mt->total_height; uint32_t tiling = intel_miptree_choose_tiling(intel, format, width0, requested_tiling, mt); bool y_or_x = tiling == (I915_TILING_Y | I915_TILING_X); mt->region = intel_region_alloc(intel->intelScreen, y_or_x ? I915_TILING_Y : tiling, mt->cpp, total_width, total_height, expect_accelerated_upload); /* If the region is too large to fit in the aperture, we need to use the * BLT engine to support it. The BLT paths can't currently handle Y-tiling, * so we need to fall back to X. */ if (y_or_x && mt->region->bo->size >= intel->max_gtt_map_object_size) { perf_debug("%dx%d miptree larger than aperture; falling back to X-tiled\n", mt->total_width, mt->total_height); intel_region_release(&mt->region); mt->region = intel_region_alloc(intel->intelScreen, I915_TILING_X, mt->cpp, total_width, total_height, expect_accelerated_upload); } mt->offset = 0; if (!mt->region) { intel_miptree_release(&mt); return NULL; } return mt; }
/** * Called via glRenderbufferStorageEXT() to set the format and allocate * storage for a user-created renderbuffer. */ static GLboolean intel_alloc_renderbuffer_storage(GLcontext * ctx, struct gl_renderbuffer *rb, GLenum internalFormat, GLuint width, GLuint height) { struct intel_context *intel = intel_context(ctx); struct intel_renderbuffer *irb = intel_renderbuffer(rb); GLboolean softwareBuffer = GL_FALSE; int cpp; ASSERT(rb->Name != 0); switch (internalFormat) { case GL_R3_G3_B2: case GL_RGB4: case GL_RGB5: rb->_ActualFormat = GL_RGB5; rb->DataType = GL_UNSIGNED_BYTE; rb->RedBits = 5; rb->GreenBits = 6; rb->BlueBits = 5; cpp = 2; break; case GL_RGB: case GL_RGB8: case GL_RGB10: case GL_RGB12: case GL_RGB16: case GL_RGBA: case GL_RGBA2: case GL_RGBA4: case GL_RGB5_A1: case GL_RGBA8: case GL_RGB10_A2: case GL_RGBA12: case GL_RGBA16: rb->_ActualFormat = GL_RGBA8; rb->DataType = GL_UNSIGNED_BYTE; rb->RedBits = 8; rb->GreenBits = 8; rb->BlueBits = 8; rb->AlphaBits = 8; cpp = 4; break; case GL_STENCIL_INDEX: case GL_STENCIL_INDEX1_EXT: case GL_STENCIL_INDEX4_EXT: case GL_STENCIL_INDEX8_EXT: case GL_STENCIL_INDEX16_EXT: /* alloc a depth+stencil buffer */ rb->_ActualFormat = GL_DEPTH24_STENCIL8_EXT; rb->DataType = GL_UNSIGNED_INT_24_8_EXT; rb->StencilBits = 8; cpp = 4; break; case GL_DEPTH_COMPONENT16: rb->_ActualFormat = GL_DEPTH_COMPONENT16; rb->DataType = GL_UNSIGNED_SHORT; rb->DepthBits = 16; cpp = 2; break; case GL_DEPTH_COMPONENT: case GL_DEPTH_COMPONENT24: case GL_DEPTH_COMPONENT32: rb->_ActualFormat = GL_DEPTH24_STENCIL8_EXT; 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->_ActualFormat = GL_DEPTH24_STENCIL8_EXT; rb->DataType = GL_UNSIGNED_INT_24_8_EXT; rb->DepthBits = 24; rb->StencilBits = 8; cpp = 4; break; default: _mesa_problem(ctx, "Unexpected format in intel_alloc_renderbuffer_storage"); return GL_FALSE; } intelFlush(ctx); /* free old region */ if (irb->region) { intel_region_release(&irb->region); } /* allocate new memory region/renderbuffer */ if (softwareBuffer) { return _mesa_soft_renderbuffer_storage(ctx, rb, internalFormat, width, height); } else { /* Choose a pitch to match hardware requirements: */ GLuint pitch = ((cpp * width + 63) & ~63) / cpp; /* alloc hardware renderbuffer */ DBG("Allocating %d x %d Intel RBO (pitch %d)\n", width, height, pitch); irb->region = intel_region_alloc(intel, cpp, pitch, height); if (!irb->region) return GL_FALSE; /* out of memory? */ ASSERT(irb->region->buffer); rb->Width = width; rb->Height = height; /* This sets the Get/PutRow/Value functions */ intel_set_span_functions(&irb->Base); return GL_TRUE; } }
/** * Called by glFramebufferTexture[123]DEXT() (and other places) to * prepare for rendering into texture memory. This might be called * many times to choose different texture levels, cube faces, etc * before intel_finish_render_texture() is ever called. */ static void intel_render_texture(GLcontext * ctx, struct gl_framebuffer *fb, struct gl_renderbuffer_attachment *att) { struct gl_texture_image *newImage = att->Texture->Image[att->CubeMapFace][att->TextureLevel]; struct intel_renderbuffer *irb = intel_renderbuffer(att->Renderbuffer); struct intel_texture_image *intel_image; GLuint dst_x, dst_y; (void) fb; ASSERT(newImage); intel_image = intel_texture_image(newImage); if (!intel_image->mt) { /* Fallback on drawing to a texture that doesn't have a miptree * (has a border, width/height 0, etc.) */ _mesa_reference_renderbuffer(&att->Renderbuffer, NULL); _mesa_render_texture(ctx, fb, att); return; } else if (!irb) { irb = intel_wrap_texture(ctx, newImage); if (irb) { /* bind the wrapper to the attachment point */ _mesa_reference_renderbuffer(&att->Renderbuffer, &irb->Base); } else { /* fallback to software rendering */ _mesa_render_texture(ctx, fb, att); return; } } if (!intel_update_wrapper(ctx, irb, newImage)) { _mesa_reference_renderbuffer(&att->Renderbuffer, NULL); _mesa_render_texture(ctx, fb, att); return; } DBG("Begin render texture tid %x tex=%u w=%d h=%d refcount=%d\n", _glthread_GetID(), att->Texture->Name, newImage->Width, newImage->Height, irb->Base.RefCount); /* point the renderbufer's region to the texture image region */ if (irb->region != intel_image->mt->region) { if (irb->region) intel_region_release(&irb->region); intel_region_reference(&irb->region, intel_image->mt->region); } /* compute offset of the particular 2D image within the texture region */ intel_miptree_get_image_offset(intel_image->mt, att->TextureLevel, att->CubeMapFace, att->Zoffset, &dst_x, &dst_y); intel_image->mt->region->draw_offset = (dst_y * intel_image->mt->pitch + dst_x) * intel_image->mt->cpp; intel_image->mt->region->draw_x = dst_x; intel_image->mt->region->draw_y = dst_y; intel_image->used_as_render_target = GL_TRUE; /* update drawing region, etc */ intel_draw_buffer(ctx, fb); }
/** * Called by glFramebufferTexture[123]DEXT() (and other places) to * prepare for rendering into texture memory. This might be called * many times to choose different texture levels, cube faces, etc * before intel_finish_render_texture() is ever called. */ static void intel_render_texture(GLcontext * ctx, struct gl_framebuffer *fb, struct gl_renderbuffer_attachment *att) { struct gl_texture_image *newImage = att->Texture->Image[att->CubeMapFace][att->TextureLevel]; struct intel_renderbuffer *irb = intel_renderbuffer(att->Renderbuffer); struct intel_texture_image *intel_image; GLuint imageOffset; (void) fb; ASSERT(newImage); if (!irb) { irb = intel_wrap_texture(ctx, newImage); if (irb) { /* bind the wrapper to the attachment point */ _mesa_reference_renderbuffer(&att->Renderbuffer, &irb->Base); } else { /* fallback to software rendering */ _mesa_render_texture(ctx, fb, att); return; } } if (!intel_update_wrapper(ctx, irb, newImage)) { _mesa_reference_renderbuffer(&att->Renderbuffer, NULL); _mesa_render_texture(ctx, fb, att); return; } DBG("Begin render texture tid %x tex=%u w=%d h=%d refcount=%d\n", _glthread_GetID(), att->Texture->Name, newImage->Width, newImage->Height, irb->Base.RefCount); /* point the renderbufer's region to the texture image region */ intel_image = intel_texture_image(newImage); if (irb->region != intel_image->mt->region) { if (irb->region) intel_region_release(&irb->region); intel_region_reference(&irb->region, intel_image->mt->region); } /* compute offset of the particular 2D image within the texture region */ imageOffset = intel_miptree_image_offset(intel_image->mt, att->CubeMapFace, att->TextureLevel); if (att->Texture->Target == GL_TEXTURE_3D) { const GLuint *offsets = intel_miptree_depth_offsets(intel_image->mt, att->TextureLevel); imageOffset += offsets[att->Zoffset]; } /* store that offset in the region */ intel_image->mt->region->draw_offset = imageOffset; /* update drawing region, etc */ intel_draw_buffer(ctx, fb); }
static void intel_destroy_image(__DRIimage *image) { intel_region_release(&image->region); free(image); }
static struct intel_region * intel_recreate_static(struct intel_context *intel, const char *name, struct intel_region *region, intelRegion *region_desc) { intelScreenPrivate *intelScreen = intel->intelScreen; int ret; if (region == NULL) { region = calloc(sizeof(*region), 1); region->refcount = 1; } if (intel->ctx.Visual.rgbBits == 24) region->cpp = 4; else region->cpp = intel->ctx.Visual.rgbBits / 8; region->pitch = intelScreen->pitch; region->width = intelScreen->width; region->height = intelScreen->height; if (region->buffer != NULL) { dri_bo_unreference(region->buffer); region->buffer = NULL; } if (intel->ttm) { assert(region_desc->bo_handle != -1); region->buffer = intel_bo_gem_create_from_name(intel->bufmgr, name, region_desc->bo_handle); ret = dri_bo_get_tiling(region->buffer, ®ion->tiling, ®ion->bit_6_swizzle); if (ret != 0) { fprintf(stderr, "Couldn't get tiling of buffer %d (%s): %s\n", region_desc->bo_handle, name, strerror(-ret)); intel_region_release(®ion); return NULL; } } else { if (region->classic_map != NULL) { drmUnmap(region->classic_map, region->pitch * region->cpp * region->height); region->classic_map = NULL; } ret = drmMap(intel->driFd, region_desc->handle, region->pitch * region->cpp * region->height, ®ion->classic_map); if (ret != 0) { fprintf(stderr, "Failed to drmMap %s buffer\n", name); free(region); return NULL; } region->buffer = intel_bo_fake_alloc_static(intel->bufmgr, name, region_desc->offset, region->pitch * region->cpp * region->height, region->classic_map); /* The sarea just gives us a boolean for whether it's tiled or not, * instead of which tiling mode it is. Guess. */ if (region_desc->tiled) { if (IS_965(intel->intelScreen->deviceID) && region_desc == &intelScreen->depth) region->tiling = I915_TILING_Y; else region->tiling = I915_TILING_X; } else { region->tiling = I915_TILING_NONE; } region->bit_6_swizzle = I915_BIT_6_SWIZZLE_NONE; } assert(region->buffer != NULL); return region; }
void intel_update_renderbuffers(__DRIcontext *context, __DRIdrawable *drawable) { struct gl_framebuffer *fb = drawable->driverPrivate; struct intel_renderbuffer *rb; struct intel_region *region, *depth_region; struct intel_context *intel = context->driverPrivate; struct intel_renderbuffer *front_rb, *back_rb, *depth_rb, *stencil_rb; __DRIbuffer *buffers = NULL; __DRIscreen *screen; int i, count; unsigned int attachments[10]; const char *region_name; /* If we're rendering to the fake front buffer, make sure all the * pending drawing has landed on the real front buffer. Otherwise * when we eventually get to DRI2GetBuffersWithFormat the stale * real front buffer contents will get copied to the new fake front * buffer. */ if (intel->is_front_buffer_rendering) intel_flush(&intel->ctx, GL_FALSE); /* Set this up front, so that in case our buffers get invalidated * while we're getting new buffers, we don't clobber the stamp and * thus ignore the invalidate. */ drawable->lastStamp = drawable->dri2.stamp; if (INTEL_DEBUG & DEBUG_DRI) fprintf(stderr, "enter %s, drawable %p\n", __func__, drawable); screen = intel->intelScreen->driScrnPriv; if (screen->dri2.loader && (screen->dri2.loader->base.version > 2) && (screen->dri2.loader->getBuffersWithFormat != NULL)) { front_rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT); back_rb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT); depth_rb = intel_get_renderbuffer(fb, BUFFER_DEPTH); stencil_rb = intel_get_renderbuffer(fb, BUFFER_STENCIL); i = 0; if ((intel->is_front_buffer_rendering || intel->is_front_buffer_reading || !back_rb) && front_rb) { attachments[i++] = __DRI_BUFFER_FRONT_LEFT; attachments[i++] = intel_bits_per_pixel(front_rb); } if (back_rb) { attachments[i++] = __DRI_BUFFER_BACK_LEFT; attachments[i++] = intel_bits_per_pixel(back_rb); } if ((depth_rb != NULL) && (stencil_rb != NULL)) { attachments[i++] = __DRI_BUFFER_DEPTH_STENCIL; attachments[i++] = intel_bits_per_pixel(depth_rb); } else if (depth_rb != NULL) { attachments[i++] = __DRI_BUFFER_DEPTH; attachments[i++] = intel_bits_per_pixel(depth_rb); } else if (stencil_rb != NULL) { attachments[i++] = __DRI_BUFFER_STENCIL; attachments[i++] = intel_bits_per_pixel(stencil_rb); } buffers = (*screen->dri2.loader->getBuffersWithFormat)(drawable, &drawable->w, &drawable->h, attachments, i / 2, &count, drawable->loaderPrivate); } else if (screen->dri2.loader) { i = 0; if (intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT)) attachments[i++] = __DRI_BUFFER_FRONT_LEFT; if (intel_get_renderbuffer(fb, BUFFER_BACK_LEFT)) attachments[i++] = __DRI_BUFFER_BACK_LEFT; if (intel_get_renderbuffer(fb, BUFFER_DEPTH)) attachments[i++] = __DRI_BUFFER_DEPTH; if (intel_get_renderbuffer(fb, BUFFER_STENCIL)) attachments[i++] = __DRI_BUFFER_STENCIL; buffers = (*screen->dri2.loader->getBuffers)(drawable, &drawable->w, &drawable->h, attachments, i, &count, drawable->loaderPrivate); } if (buffers == NULL) return; drawable->x = 0; drawable->y = 0; drawable->backX = 0; drawable->backY = 0; drawable->numClipRects = 1; drawable->pClipRects[0].x1 = 0; drawable->pClipRects[0].y1 = 0; drawable->pClipRects[0].x2 = drawable->w; drawable->pClipRects[0].y2 = drawable->h; drawable->numBackClipRects = 1; drawable->pBackClipRects[0].x1 = 0; drawable->pBackClipRects[0].y1 = 0; drawable->pBackClipRects[0].x2 = drawable->w; drawable->pBackClipRects[0].y2 = drawable->h; depth_region = NULL; for (i = 0; i < count; i++) { switch (buffers[i].attachment) { case __DRI_BUFFER_FRONT_LEFT: rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT); region_name = "dri2 front buffer"; break; case __DRI_BUFFER_FAKE_FRONT_LEFT: rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT); region_name = "dri2 fake front buffer"; break; case __DRI_BUFFER_BACK_LEFT: rb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT); region_name = "dri2 back buffer"; break; case __DRI_BUFFER_DEPTH: rb = intel_get_renderbuffer(fb, BUFFER_DEPTH); region_name = "dri2 depth buffer"; break; case __DRI_BUFFER_DEPTH_STENCIL: rb = intel_get_renderbuffer(fb, BUFFER_DEPTH); region_name = "dri2 depth / stencil buffer"; break; case __DRI_BUFFER_STENCIL: rb = intel_get_renderbuffer(fb, BUFFER_STENCIL); region_name = "dri2 stencil buffer"; break; case __DRI_BUFFER_ACCUM: default: fprintf(stderr, "unhandled buffer attach event, attacment type %d\n", buffers[i].attachment); return; } if (rb == NULL) continue; if (rb->region && rb->region->name == buffers[i].name) continue; if (INTEL_DEBUG & DEBUG_DRI) fprintf(stderr, "attaching buffer %d, at %d, cpp %d, pitch %d\n", buffers[i].name, buffers[i].attachment, buffers[i].cpp, buffers[i].pitch); if (buffers[i].attachment == __DRI_BUFFER_STENCIL && depth_region) { if (INTEL_DEBUG & DEBUG_DRI) fprintf(stderr, "(reusing depth buffer as stencil)\n"); intel_region_reference(®ion, depth_region); } else region = intel_region_alloc_for_handle(intel, buffers[i].cpp, drawable->w, drawable->h, buffers[i].pitch / buffers[i].cpp, buffers[i].name, region_name); if (buffers[i].attachment == __DRI_BUFFER_DEPTH) depth_region = region; intel_renderbuffer_set_region(intel, rb, region); intel_region_release(®ion); if (buffers[i].attachment == __DRI_BUFFER_DEPTH_STENCIL) { rb = intel_get_renderbuffer(fb, BUFFER_STENCIL); if (rb != NULL) { struct intel_region *stencil_region = NULL; if (rb->region && rb->region->name == buffers[i].name) continue; intel_region_reference(&stencil_region, region); intel_renderbuffer_set_region(intel, rb, stencil_region); intel_region_release(&stencil_region); } } } driUpdateFramebufferSize(&intel->ctx, drawable); }
/** * \brief Assign a DRI buffer's DRM region to a renderbuffer. * * This is called from intel_update_renderbuffers(). * * \par Note: * DRI buffers whose attachment point is DRI2BufferStencil or * DRI2BufferDepthStencil are handled as special cases. * * \param buffer_name is a human readable name, such as "dri2 front buffer", * that is passed to intel_region_alloc_for_handle(). * * \see intel_update_renderbuffers() * \see intel_region_alloc_for_handle() */ static void intel_process_dri2_buffer(struct brw_context *brw, __DRIdrawable *drawable, __DRIbuffer *buffer, struct intel_renderbuffer *rb, const char *buffer_name) { struct intel_region *region = NULL; struct gl_framebuffer *fb = drawable->driverPrivate; if (!rb) return; unsigned num_samples = rb->Base.Base.NumSamples; /* We try to avoid closing and reopening the same BO name, because the first * use of a mapping of the buffer involves a bunch of page faulting which is * moderately expensive. */ if (num_samples == 0) { if (rb->mt && rb->mt->region && rb->mt->region->name == buffer->name) return; } else { if (rb->singlesample_mt && rb->singlesample_mt->region && rb->singlesample_mt->region->name == buffer->name) return; } if (unlikely(INTEL_DEBUG & DEBUG_DRI)) { fprintf(stderr, "attaching buffer %d, at %d, cpp %d, pitch %d\n", buffer->name, buffer->attachment, buffer->cpp, buffer->pitch); } intel_miptree_release(&rb->mt); region = intel_region_alloc_for_handle(brw->intelScreen, buffer->cpp, drawable->w, drawable->h, buffer->pitch, buffer->name, buffer_name); if (!region) { fprintf(stderr, "Failed to make region for returned DRI2 buffer " "(%dx%d, named %d).\n" "This is likely a bug in the X Server that will lead to a " "crash soon.\n", drawable->w, drawable->h, buffer->name); return; } intel_update_winsys_renderbuffer_miptree(brw, rb, region); if (brw_is_front_buffer_drawing(fb) && (buffer->attachment == __DRI_BUFFER_FRONT_LEFT || buffer->attachment == __DRI_BUFFER_FAKE_FRONT_LEFT) && rb->Base.Base.NumSamples > 1) { intel_renderbuffer_upsample(brw, rb); } assert(rb->mt); intel_region_release(®ion); }