예제 #1
0
/**
 * Do software-based glCopyPixels.
 * By time we get here, all parameters will have been error-checked.
 */
void
_swrast_CopyPixels( GLcontext *ctx,
		    GLint srcx, GLint srcy, GLsizei width, GLsizei height,
		    GLint destx, GLint desty, GLenum type )
{
   SWcontext *swrast = SWRAST_CONTEXT(ctx);
   swrast_render_start(ctx);
      
   if (!_mesa_check_conditional_render(ctx))
      return; /* don't copy */

   if (swrast->NewState)
      _swrast_validate_derived( ctx );

   if (!fast_copy_pixels(ctx, srcx, srcy, width, height, destx, desty, type)) {
      switch (type) {
      case GL_COLOR:
         copy_rgba_pixels( ctx, srcx, srcy, width, height, destx, desty );
         break;
      case GL_DEPTH:
         copy_depth_pixels( ctx, srcx, srcy, width, height, destx, desty );
         break;
      case GL_STENCIL:
         copy_stencil_pixels( ctx, srcx, srcy, width, height, destx, desty );
         break;
      case GL_DEPTH_STENCIL_EXT:
         copy_depth_stencil_pixels(ctx, srcx, srcy, width, height, destx, desty);
         break;
      default:
         _mesa_problem(ctx, "unexpected type in _swrast_CopyPixels");
      }
   }

   swrast_render_finish(ctx);
}
void
intelDrawPixels(struct gl_context * ctx,
                GLint x, GLint y,
                GLsizei width, GLsizei height,
                GLenum format,
                GLenum type,
                const struct gl_pixelstore_attrib *unpack,
                const GLvoid * pixels)
{
   struct brw_context *brw = brw_context(ctx);

   if (!_mesa_check_conditional_render(ctx))
      return;

   if (format == GL_STENCIL_INDEX) {
      _swrast_DrawPixels(ctx, x, y, width, height, format, type,
                         unpack, pixels);
      return;
   }

   if (_mesa_is_bufferobj(unpack->BufferObj)) {
      if (do_blit_drawpixels(ctx, x, y, width, height, format, type, unpack,
			     pixels)) {
	 return;
      }

      perf_debug("%s: fallback to generic code in PBO case\n", __FUNCTION__);
   }

   _mesa_meta_DrawPixels(ctx, x, y, width, height, format, type,
                         unpack, pixels);
}
예제 #3
0
void brw_draw_prims( struct gl_context *ctx,
		     const struct _mesa_prim *prims,
		     GLuint nr_prims,
		     const struct _mesa_index_buffer *ib,
		     GLboolean index_bounds_valid,
		     GLuint min_index,
		     GLuint max_index,
		     struct gl_transform_feedback_object *unused_tfb_object,
		     struct gl_buffer_object *indirect )
{
   struct brw_context *brw = brw_context(ctx);
   const struct gl_client_array **arrays = ctx->Array._DrawArrays;

   assert(unused_tfb_object == NULL);

   if (ctx->Query.CondRenderQuery) {
      perf_debug("Conditional rendering is implemented in software and may "
                 "stall.  This should be fixed in the driver.\n");
   }

   if (!_mesa_check_conditional_render(ctx))
      return;

   /* Handle primitive restart if needed */
   if (brw_handle_primitive_restart(ctx, prims, nr_prims, ib, indirect)) {
      /* The draw was handled, so we can exit now */
      return;
   }

   /* Do GL_SELECT and GL_FEEDBACK rendering using swrast, even though it
    * won't support all the extensions we support.
    */
   if (ctx->RenderMode != GL_RENDER) {
      perf_debug("%s render mode not supported in hardware\n",
                 _mesa_lookup_enum_by_nr(ctx->RenderMode));
      _swsetup_Wakeup(ctx);
      _tnl_wakeup(ctx);
      _tnl_draw_prims(ctx, prims, nr_prims, ib,
                      index_bounds_valid, min_index, max_index, NULL, NULL);
      return;
   }

   /* If we're going to have to upload any of the user's vertex arrays, then
    * get the minimum and maximum of their index buffer so we know what range
    * to upload.
    */
   if (!index_bounds_valid && !vbo_all_varyings_in_vbos(arrays)) {
      perf_debug("Scanning index buffer to compute index buffer bounds.  "
                 "Use glDrawRangeElements() to avoid this.\n");
      vbo_get_minmax_indices(ctx, prims, ib, &min_index, &max_index, nr_prims);
   }

   /* Try drawing with the hardware, but don't do anything else if we can't
    * manage it.  swrast doesn't support our featureset, so we can't fall back
    * to it.
    */
   brw_try_draw_prims(ctx, arrays, prims, nr_prims, ib, min_index, max_index, indirect);
}
예제 #4
0
/**
 * Called via the device driver's ctx->Driver.Clear() function if the
 * device driver can't clear one or more of the buffers itself.
 * \param buffers  bitfield of BUFFER_BIT_* values indicating which
 *                 renderbuffers are to be cleared.
 * \param all  if GL_TRUE, clear whole buffer, else clear specified region.
 */
void
_swrast_Clear(struct gl_context *ctx, GLbitfield buffers)
{
   const GLbitfield BUFFER_DS = BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL;

#ifdef DEBUG_FOO
   {
      const GLbitfield legalBits =
         BUFFER_BIT_FRONT_LEFT |
	 BUFFER_BIT_FRONT_RIGHT |
	 BUFFER_BIT_BACK_LEFT |
	 BUFFER_BIT_BACK_RIGHT |
	 BUFFER_BIT_DEPTH |
	 BUFFER_BIT_STENCIL |
	 BUFFER_BIT_ACCUM |
         BUFFER_BIT_AUX0;
      assert((buffers & (~legalBits)) == 0);
   }
#endif

   if (!_mesa_check_conditional_render(ctx))
      return; /* don't clear */

   if (SWRAST_CONTEXT(ctx)->NewState)
      _swrast_validate_derived(ctx);

   if ((buffers & BUFFER_BITS_COLOR)
       && (ctx->DrawBuffer->_NumColorDrawBuffers > 0)) {
      clear_color_buffers(ctx);
   }

   if (buffers & BUFFER_BIT_ACCUM) {
      _mesa_clear_accum_buffer(ctx);
   }

   if (buffers & BUFFER_DS) {
      struct gl_renderbuffer *depthRb =
         ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
      struct gl_renderbuffer *stencilRb =
         ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;

      if ((buffers & BUFFER_DS) == BUFFER_DS && depthRb == stencilRb) {
         /* clear depth and stencil together */
         _swrast_clear_depth_stencil_buffer(ctx);
      }
      else {
         /* clear depth, stencil separately */
         if (buffers & BUFFER_BIT_DEPTH) {
            _swrast_clear_depth_buffer(ctx);
         }
         if (buffers & BUFFER_BIT_STENCIL) {
            _swrast_clear_stencil_buffer(ctx);
         }
      }
   }
}
예제 #5
0
파일: brw_clear.c 프로젝트: Sheph/mesa
/**
 * Called by ctx->Driver.Clear.
 */
static void
brw_clear(struct gl_context *ctx, GLbitfield mask)
{
   struct brw_context *brw = brw_context(ctx);
   struct gl_framebuffer *fb = ctx->DrawBuffer;
   bool partial_clear = ctx->Scissor.EnableFlags && !noop_scissor(ctx, fb);

   if (!_mesa_check_conditional_render(ctx))
      return;

   if (mask & (BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_FRONT_RIGHT)) {
      brw->front_buffer_dirty = true;
   }

   intel_prepare_render(brw);
   brw_workaround_depthstencil_alignment(brw, partial_clear ? 0 : mask);

   if (mask & BUFFER_BIT_DEPTH) {
      if (brw_fast_clear_depth(ctx)) {
	 DBG("fast clear: depth\n");
	 mask &= ~BUFFER_BIT_DEPTH;
      }
   }

   /* BLORP is currently only supported on Gen6+. */
   if (brw->gen >= 6 && brw->gen < 8) {
      if (mask & BUFFER_BITS_COLOR) {
         if (brw_blorp_clear_color(brw, fb, mask, partial_clear)) {
            debug_mask("blorp color", mask & BUFFER_BITS_COLOR);
            mask &= ~BUFFER_BITS_COLOR;
         }
      }
   }

   GLbitfield tri_mask = mask & (BUFFER_BITS_COLOR |
				 BUFFER_BIT_STENCIL |
				 BUFFER_BIT_DEPTH);

   if (tri_mask) {
      debug_mask("tri", tri_mask);
      mask &= ~tri_mask;

      if (ctx->API == API_OPENGLES) {
         _mesa_meta_Clear(&brw->ctx, tri_mask);
      } else {
         _mesa_meta_glsl_Clear(&brw->ctx, tri_mask);
      }
   }

   /* Any strange buffers get passed off to swrast */
   if (mask) {
      debug_mask("swrast", mask);
      _swrast_Clear(ctx, mask);
   }
}
예제 #6
0
/**
 * Do software-based glCopyPixels.
 * By time we get here, all parameters will have been error-checked.
 */
void
_swrast_CopyPixels( struct gl_context *ctx,
                    GLint srcx, GLint srcy, GLsizei width, GLsizei height,
                    GLint destx, GLint desty, GLenum type )
{
    SWcontext *swrast = SWRAST_CONTEXT(ctx);
    struct gl_renderbuffer *rb;

    if (!_mesa_check_conditional_render(ctx))
        return; /* don't copy */

    if (swrast->NewState)
        _swrast_validate_derived( ctx );

    if (!(SWRAST_CONTEXT(ctx)->_RasterMask != 0x0 ||
            ctx->Pixel.ZoomX != 1.0F ||
            ctx->Pixel.ZoomY != 1.0F ||
            ctx->_ImageTransferState) &&
            swrast_fast_copy_pixels(ctx, srcx, srcy, width, height, destx, desty,
                                    type)) {
        /* all done */
        return;
    }

    swrast_render_start(ctx);
    rb = map_readbuffer(ctx, type);

    switch (type) {
    case GL_COLOR:
        copy_rgba_pixels( ctx, srcx, srcy, width, height, destx, desty );
        break;
    case GL_DEPTH:
        copy_depth_pixels( ctx, srcx, srcy, width, height, destx, desty );
        break;
    case GL_STENCIL:
        copy_stencil_pixels( ctx, srcx, srcy, width, height, destx, desty );
        break;
    case GL_DEPTH_STENCIL_EXT:
        /* Copy buffers separately (if the fast copy path wasn't taken) */
        copy_depth_pixels(ctx, srcx, srcy, width, height, destx, desty);
        copy_stencil_pixels(ctx, srcx, srcy, width, height, destx, desty);
        break;
    default:
        _mesa_problem(ctx, "unexpected type in _swrast_CopyPixels");
    }

    swrast_render_finish(ctx);

    if (rb) {
        struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
        ctx->Driver.UnmapRenderbuffer(ctx, rb);
        srb->Map = NULL;
    }
}
bool
brw_check_conditional_render(struct brw_context *brw)
{
   if (brw->predicate.state == BRW_PREDICATE_STATE_STALL_FOR_QUERY) {
      perf_debug("Conditional rendering is implemented in software and may "
                 "stall.\n");
      return _mesa_check_conditional_render(&brw->ctx);
   }

   return brw->predicate.state != BRW_PREDICATE_STATE_DONT_RENDER;
}
예제 #8
0
파일: brw_draw.c 프로젝트: mslusarz/mesa
void brw_draw_prims( struct gl_context *ctx,
		     const struct _mesa_prim *prim,
		     GLuint nr_prims,
		     const struct _mesa_index_buffer *ib,
		     GLboolean index_bounds_valid,
		     GLuint min_index,
		     GLuint max_index,
		     struct gl_transform_feedback_object *tfb_vertcount )
{
   const struct gl_client_array **arrays = ctx->Array._DrawArrays;
   bool retval;

   if (!_mesa_check_conditional_render(ctx))
      return;

   /* Handle primitive restart if needed */
   if (brw_handle_primitive_restart(ctx, prim, nr_prims, ib)) {
      /* The draw was handled, so we can exit now */
      return;
   }

   if (!vbo_all_varyings_in_vbos(arrays)) {
      if (!index_bounds_valid)
	 vbo_get_minmax_indices(ctx, prim, ib, &min_index, &max_index, nr_prims);

      /* Decide if we want to rebase.  If so we end up recursing once
       * only into this function.
       */
      if (min_index != 0 && !vbo_any_varyings_in_vbos(arrays)) {
	 vbo_rebase_prims(ctx, arrays,
			  prim, nr_prims,
			  ib, min_index, max_index,
			  brw_draw_prims );
	 return;
      }
   }

   /* Make a first attempt at drawing:
    */
   retval = brw_try_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);

   /* Otherwise, we really are out of memory.  Pass the drawing
    * command to the software tnl module and which will in turn call
    * swrast to do the drawing.
    */
   if (!retval) {
       _swsetup_Wakeup(ctx);
       _tnl_wakeup(ctx);
      _tnl_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);
   }

}
예제 #9
0
/* There are a large number of possible ways to implement bitmap on
 * this hardware, most of them have some sort of drawback.  Here are a
 * few that spring to mind:
 * 
 * Blit:
 *    - XY_MONO_SRC_BLT_CMD
 *         - use XY_SETUP_CLIP_BLT for cliprect clipping.
 *    - XY_TEXT_BLT
 *    - XY_TEXT_IMMEDIATE_BLT
 *         - blit per cliprect, subject to maximum immediate data size.
 *    - XY_COLOR_BLT 
 *         - per pixel or run of pixels
 *    - XY_PIXEL_BLT
 *         - good for sparse bitmaps
 *
 * 3D engine:
 *    - Point per pixel
 *    - Translate bitmap to an alpha texture and render as a quad
 *    - Chop bitmap up into 32x32 squares and render w/polygon stipple.
 */
void
intelBitmap(struct gl_context * ctx,
	    GLint x, GLint y,
	    GLsizei width, GLsizei height,
	    const struct gl_pixelstore_attrib *unpack,
	    const GLubyte * pixels)
{
   if (!_mesa_check_conditional_render(ctx))
      return;

   if (do_blit_bitmap(ctx, x, y, width, height,
                          unpack, pixels))
      return;

   _mesa_meta_Bitmap(ctx, x, y, width, height, unpack, pixels);
}
예제 #10
0
파일: brw_draw.c 프로젝트: soreau/mesa
void brw_draw_prims( struct gl_context *ctx,
		     const struct _mesa_prim *prim,
		     GLuint nr_prims,
		     const struct _mesa_index_buffer *ib,
		     GLboolean index_bounds_valid,
		     GLuint min_index,
		     GLuint max_index,
		     struct gl_transform_feedback_object *tfb_vertcount )
{
   struct intel_context *intel = intel_context(ctx);
   const struct gl_client_array **arrays = ctx->Array._DrawArrays;

   if (!_mesa_check_conditional_render(ctx))
      return;

   /* Handle primitive restart if needed */
   if (brw_handle_primitive_restart(ctx, prim, nr_prims, ib)) {
      /* The draw was handled, so we can exit now */
      return;
   }

   /* If we're going to have to upload any of the user's vertex arrays, then
    * get the minimum and maximum of their index buffer so we know what range
    * to upload.
    */
   if (!vbo_all_varyings_in_vbos(arrays) && !index_bounds_valid)
      vbo_get_minmax_indices(ctx, prim, ib, &min_index, &max_index, nr_prims);

   /* Do GL_SELECT and GL_FEEDBACK rendering using swrast, even though it
    * won't support all the extensions we support.
    */
   if (ctx->RenderMode != GL_RENDER) {
      perf_debug("%s render mode not supported in hardware\n",
                 _mesa_lookup_enum_by_nr(ctx->RenderMode));
      _swsetup_Wakeup(ctx);
      _tnl_wakeup(ctx);
      _tnl_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);
      return;
   }

   /* Try drawing with the hardware, but don't do anything else if we can't
    * manage it.  swrast doesn't support our featureset, so we can't fall back
    * to it.
    */
   brw_try_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);
}
예제 #11
0
void
intelCopyPixels(struct gl_context * ctx,
                GLint srcx, GLint srcy,
                GLsizei width, GLsizei height,
                GLint destx, GLint desty, GLenum type)
{
   DBG("%s\n", __FUNCTION__);

   if (!_mesa_check_conditional_render(ctx))
      return;

   if (do_blit_copypixels(ctx, srcx, srcy, width, height, destx, desty, type))
      return;

   /* this will use swrast if needed */
   _mesa_meta_CopyPixels(ctx, srcx, srcy, width, height, destx, desty, type);
}
예제 #12
0
/**
 * Software fallback for glAccum.  A hardware driver that supports
 * signed 16-bit color channels could implement hardware accumulation
 * operations, but no driver does so at this time.
 */
void
_mesa_accum(struct gl_context *ctx, GLenum op, GLfloat value)
{
   GLint xpos, ypos, width, height;

   if (!ctx->DrawBuffer->Attachment[BUFFER_ACCUM].Renderbuffer) {
      _mesa_warning(ctx, "Calling glAccum() without an accumulation buffer");
      return;
   }

   if (!_mesa_check_conditional_render(ctx))
      return;

   xpos = ctx->DrawBuffer->_Xmin;
   ypos = ctx->DrawBuffer->_Ymin;
   width =  ctx->DrawBuffer->_Xmax - ctx->DrawBuffer->_Xmin;
   height = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin;

   switch (op) {
   case GL_ADD:
      if (value != 0.0F) {
         accum_scale_or_bias(ctx, value, xpos, ypos, width, height, GL_TRUE);
      }
      break;
   case GL_MULT:
      if (value != 1.0F) {
         accum_scale_or_bias(ctx, value, xpos, ypos, width, height, GL_FALSE);
      }
      break;
   case GL_ACCUM:
      if (value != 0.0F) {
         accum_or_load(ctx, value, xpos, ypos, width, height, GL_FALSE);
      }
      break;
   case GL_LOAD:
      accum_or_load(ctx, value, xpos, ypos, width, height, GL_TRUE);
      break;
   case GL_RETURN:
      accum_return(ctx, value, xpos, ypos, width, height);
      break;
   default:
      _mesa_problem(ctx, "invalid mode in _mesa_accum()");
      break;
   }
}
예제 #13
0
파일: brw_draw.c 프로젝트: nikai3d/mesa
void brw_draw_prims( struct gl_context *ctx,
		     const struct gl_client_array *arrays[],
		     const struct _mesa_prim *prim,
		     GLuint nr_prims,
		     const struct _mesa_index_buffer *ib,
		     GLboolean index_bounds_valid,
		     GLuint min_index,
		     GLuint max_index )
{
   GLboolean retval;

   if (!_mesa_check_conditional_render(ctx))
      return;

   if (!vbo_all_varyings_in_vbos(arrays)) {
      if (!index_bounds_valid)
	 vbo_get_minmax_index(ctx, prim, ib, &min_index, &max_index);

      /* Decide if we want to rebase.  If so we end up recursing once
       * only into this function.
       */
      if (min_index != 0 && !vbo_any_varyings_in_vbos(arrays)) {
	 vbo_rebase_prims(ctx, arrays,
			  prim, nr_prims,
			  ib, min_index, max_index,
			  brw_draw_prims );
	 return;
      }
   }

   /* Make a first attempt at drawing:
    */
   retval = brw_try_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);

   /* Otherwise, we really are out of memory.  Pass the drawing
    * command to the software tnl module and which will in turn call
    * swrast to do the drawing.
    */
   if (!retval) {
       _swsetup_Wakeup(ctx);
       _tnl_wakeup(ctx);
      _tnl_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);
   }

}
/**
 * Called by ctx->Driver.Clear.
 */
static void
brw_clear(struct gl_context *ctx, GLbitfield mask)
{
   struct intel_context *intel = intel_context(ctx);

   if (!_mesa_check_conditional_render(ctx))
      return;

   if (mask & (BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_FRONT_RIGHT)) {
      intel->front_buffer_dirty = true;
   }

   intel_prepare_render(intel);

   if (mask & BUFFER_BIT_DEPTH) {
      if (brw_fast_clear_depth(ctx)) {
	 DBG("fast clear: depth\n");
	 mask &= ~BUFFER_BIT_DEPTH;
      }
   }

   GLbitfield tri_mask = mask & (BUFFER_BITS_COLOR |
				 BUFFER_BIT_STENCIL |
				 BUFFER_BIT_DEPTH);

   if (tri_mask) {
      debug_mask("tri", tri_mask);
      mask &= ~tri_mask;

      if (ctx->API == API_OPENGLES) {
         _mesa_meta_Clear(&intel->ctx, tri_mask);
      } else {
         _mesa_meta_glsl_Clear(&intel->ctx, tri_mask);
      }
   }

   /* Any strange buffers get passed off to swrast */
   if (mask) {
      debug_mask("swrast", mask);
      _swrast_Clear(ctx, mask);
   }
}
예제 #15
0
파일: t_draw.c 프로젝트: nikai3d/mesa
/* This is the main entrypoint into the slimmed-down software tnl
 * module.  In a regular swtnl driver, this can be plugged straight
 * into the vbo->Driver.DrawPrims() callback.
 */
void _tnl_draw_prims( struct gl_context *ctx,
		      const struct gl_client_array *arrays[],
		      const struct _mesa_prim *prim,
		      GLuint nr_prims,
		      const struct _mesa_index_buffer *ib,
		      GLuint min_index,
		      GLuint max_index)
{
   TNLcontext *tnl = TNL_CONTEXT(ctx);
   const GLuint TEST_SPLIT = 0;
   const GLint max = TEST_SPLIT ? 8 : tnl->vb.Size - MAX_CLIPPED_VERTICES;
   GLint max_basevertex = prim->basevertex;
   GLuint i;

   /* Mesa core state should have been validated already */
   assert(ctx->NewState == 0x0);

   if (!_mesa_check_conditional_render(ctx))
      return; /* don't draw */

   for (i = 1; i < nr_prims; i++)
      max_basevertex = MAX2(max_basevertex, prim[i].basevertex);

   if (0)
   {
      printf("%s %d..%d\n", __FUNCTION__, min_index, max_index);
      for (i = 0; i < nr_prims; i++)
	 printf("prim %d: %s start %d count %d\n", i, 
		_mesa_lookup_enum_by_nr(prim[i].mode),
		prim[i].start,
		prim[i].count);
   }

   if (min_index) {
      /* We always translate away calls with min_index != 0. 
       */
      vbo_rebase_prims( ctx, arrays, prim, nr_prims, ib, 
			min_index, max_index,
			_tnl_vbo_draw_prims );
      return;
   }
   else if ((GLint)max_index + max_basevertex > max) {
      /* The software TNL pipeline has a fixed amount of storage for
       * vertices and it is necessary to split incoming drawing commands
       * if they exceed that limit.
       */
      struct split_limits limits;
      limits.max_verts = max;
      limits.max_vb_size = ~0;
      limits.max_indices = ~0;

      /* This will split the buffers one way or another and
       * recursively call back into this function.
       */
      vbo_split_prims( ctx, arrays, prim, nr_prims, ib, 
		       0, max_index + prim->basevertex,
		       _tnl_vbo_draw_prims,
		       &limits );
   }
   else {
      /* May need to map a vertex buffer object for every attribute plus
       * one for the index buffer.
       */
      struct gl_buffer_object *bo[VERT_ATTRIB_MAX + 1];
      GLuint nr_bo = 0;
      GLuint inst;

      for (i = 0; i < nr_prims;) {
	 GLuint this_nr_prims;

	 /* Our SW TNL pipeline doesn't handle basevertex yet, so bind_indices
	  * will rebase the elements to the basevertex, and we'll only
	  * emit strings of prims with the same basevertex in one draw call.
	  */
	 for (this_nr_prims = 1; i + this_nr_prims < nr_prims;
	      this_nr_prims++) {
	    if (prim[i].basevertex != prim[i + this_nr_prims].basevertex)
	       break;
	 }

         assert(prim[i].num_instances > 0);

	 /* Binding inputs may imply mapping some vertex buffer objects.
	  * They will need to be unmapped below.
	  */
         for (inst = 0; inst < prim[i].num_instances; inst++) {

            bind_prims(ctx, &prim[i], this_nr_prims);
            bind_inputs(ctx, arrays, max_index + prim[i].basevertex + 1,
                        bo, &nr_bo);
            bind_indices(ctx, ib, bo, &nr_bo);

            tnl->CurInstance = inst;
            TNL_CONTEXT(ctx)->Driver.RunPipeline(ctx);

            unmap_vbos(ctx, bo, nr_bo);
            free_space(ctx);
         }

	 i += this_nr_prims;
      }
   }
}
예제 #16
0
/**
 * Software fallback for glBlitFramebufferEXT().
 */
void
_swrast_BlitFramebuffer(GLcontext *ctx,
                        GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
                        GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
                        GLbitfield mask, GLenum filter)
{
   static const GLbitfield buffers[3] = {
      GL_COLOR_BUFFER_BIT,
      GL_DEPTH_BUFFER_BIT,
      GL_STENCIL_BUFFER_BIT
   };
   GLint i;

   if (!_mesa_check_conditional_render(ctx))
      return; /* don't clear */

   if (!ctx->DrawBuffer->_NumColorDrawBuffers)
      return;

   if (!_mesa_clip_blit(ctx, &srcX0, &srcY0, &srcX1, &srcY1,
                        &dstX0, &dstY0, &dstX1, &dstY1)) {
      return;
   }

   swrast_render_start(ctx);

   if (srcX1 - srcX0 == dstX1 - dstX0 &&
       srcY1 - srcY0 == dstY1 - dstY0 &&
       srcX0 < srcX1 &&
       srcY0 < srcY1 &&
       dstX0 < dstX1 &&
       dstY0 < dstY1) {
      /* no stretching or flipping.
       * filter doesn't matter.
       */
      for (i = 0; i < 3; i++) {
         if (mask & buffers[i]) {
            simple_blit(ctx, srcX0, srcY0, srcX1, srcY1,
                        dstX0, dstY0, dstX1, dstY1, buffers[i]);
         }
      }
   }
   else {
      if (filter == GL_NEAREST) {
         for (i = 0; i < 3; i++) {
            if (mask & buffers[i]) {
               blit_nearest(ctx,  srcX0, srcY0, srcX1, srcY1,
                            dstX0, dstY0, dstX1, dstY1, buffers[i]);
            }
         }
      }
      else {
         ASSERT(filter == GL_LINEAR);
         if (mask & GL_COLOR_BUFFER_BIT) {  /* depth/stencil not allowed */
            blit_linear(ctx,  srcX0, srcY0, srcX1, srcY1,
                        dstX0, dstY0, dstX1, dstY1);
         }
      }
   }

   swrast_render_finish(ctx);
}
예제 #17
0
파일: brw_clear.c 프로젝트: chemecse/mesa
/**
 * Called by ctx->Driver.Clear.
 */
static void
brw_clear(struct gl_context *ctx, GLbitfield mask)
{
   struct brw_context *brw = brw_context(ctx);
   struct gl_framebuffer *fb = ctx->DrawBuffer;
   const struct gen_device_info *devinfo = &brw->screen->devinfo;
   bool partial_clear = ctx->Scissor.EnableFlags && !noop_scissor(fb);

   if (!_mesa_check_conditional_render(ctx))
      return;

   if (mask & (BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_FRONT_RIGHT)) {
      brw->front_buffer_dirty = true;
   }

   intel_prepare_render(brw);
   brw_workaround_depthstencil_alignment(brw, partial_clear ? 0 : mask);

   if (mask & BUFFER_BIT_DEPTH) {
      if (brw_fast_clear_depth(ctx)) {
	 DBG("fast clear: depth\n");
	 mask &= ~BUFFER_BIT_DEPTH;
      }
   }

   if (mask & BUFFER_BIT_STENCIL) {
      struct intel_renderbuffer *stencil_irb =
         intel_get_renderbuffer(fb, BUFFER_STENCIL);
      struct intel_mipmap_tree *mt = stencil_irb->mt;
      if (mt && mt->stencil_mt)
         mt->stencil_mt->r8stencil_needs_update = true;
   }

   if (mask & BUFFER_BITS_COLOR) {
      brw_blorp_clear_color(brw, fb, mask, partial_clear,
                            ctx->Color.sRGBEnabled);
      debug_mask("blorp color", mask & BUFFER_BITS_COLOR);
      mask &= ~BUFFER_BITS_COLOR;
   }

   if (devinfo->gen >= 6 && (mask & BUFFER_BITS_DEPTH_STENCIL)) {
      brw_blorp_clear_depth_stencil(brw, fb, mask, partial_clear);
      debug_mask("blorp depth/stencil", mask & BUFFER_BITS_DEPTH_STENCIL);
      mask &= ~BUFFER_BITS_DEPTH_STENCIL;
   }

   GLbitfield tri_mask = mask & (BUFFER_BIT_STENCIL |
                                 BUFFER_BIT_DEPTH);

   if (tri_mask) {
      debug_mask("tri", tri_mask);
      mask &= ~tri_mask;
      _mesa_meta_glsl_Clear(&brw->ctx, tri_mask);
   }

   /* Any strange buffers get passed off to swrast.  The only thing that
    * should be left at this point is the accumulation buffer.
    */
   assert((mask & ~BUFFER_BIT_ACCUM) == 0);
   if (mask) {
      debug_mask("swrast", mask);
      _swrast_Clear(ctx, mask);
   }
}
예제 #18
0
파일: s_bitmap.c 프로젝트: CSRedRat/mesa-1
/**
 * Render a bitmap.
 * Called via ctx->Driver.Bitmap()
 * All parameter error checking will have been done before this is called.
 */
void
_swrast_Bitmap( struct gl_context *ctx, GLint px, GLint py,
		GLsizei width, GLsizei height,
		const struct gl_pixelstore_attrib *unpack,
		const GLubyte *bitmap )
{
   GLint row, col;
   GLuint count = 0;
   SWspan span;

   ASSERT(ctx->RenderMode == GL_RENDER);

   if (!_mesa_check_conditional_render(ctx))
      return; /* don't draw */

   bitmap = (const GLubyte *) _mesa_map_pbo_source(ctx, unpack, bitmap);
   if (!bitmap)
      return;

   swrast_render_start(ctx);

   if (SWRAST_CONTEXT(ctx)->NewState)
      _swrast_validate_derived( ctx );

   INIT_SPAN(span, GL_BITMAP);
   span.end = width;
   span.arrayMask = SPAN_XY;
   _swrast_span_default_attribs(ctx, &span);

   for (row = 0; row < height; row++) {
      const GLubyte *src = (const GLubyte *) _mesa_image_address2d(unpack,
                 bitmap, width, height, GL_COLOR_INDEX, GL_BITMAP, row, 0);

      if (unpack->LsbFirst) {
         /* Lsb first */
         GLubyte mask = 1U << (unpack->SkipPixels & 0x7);
         for (col = 0; col < width; col++) {
            if (*src & mask) {
               span.array->x[count] = px + col;
               span.array->y[count] = py + row;
               count++;
            }
            if (mask == 128U) {
               src++;
               mask = 1U;
            }
            else {
               mask = mask << 1;
            }
         }

         /* get ready for next row */
         if (mask != 1)
            src++;
      }
      else {
         /* Msb first */
         GLubyte mask = 128U >> (unpack->SkipPixels & 0x7);
         for (col = 0; col < width; col++) {
            if (*src & mask) {
               span.array->x[count] = px + col;
               span.array->y[count] = py + row;
               count++;
            }
            if (mask == 1U) {
               src++;
               mask = 128U;
            }
            else {
               mask = mask >> 1;
            }
         }

         /* get ready for next row */
         if (mask != 128)
            src++;
      }

      if (count + width >= SWRAST_MAX_WIDTH || row + 1 == height) {
         /* flush the span */
         span.end = count;
         _swrast_write_rgba_span(ctx, &span);
         span.end = 0;
         count = 0;
      }
   }

   swrast_render_finish(ctx);

   _mesa_unmap_pbo_source(ctx, unpack);
}
예제 #19
0
파일: s_blit.c 프로젝트: chemecse/mesa
/**
 * Software fallback for glBlitFramebufferEXT().
 */
void
_swrast_BlitFramebuffer(struct gl_context *ctx,
                        struct gl_framebuffer *readFb,
                        struct gl_framebuffer *drawFb,
                        GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
                        GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
                        GLbitfield mask, GLenum filter)
{
   static const GLbitfield buffers[3] = {
      GL_COLOR_BUFFER_BIT,
      GL_DEPTH_BUFFER_BIT,
      GL_STENCIL_BUFFER_BIT
   };
   static const GLenum buffer_enums[3] = {
      GL_COLOR,
      GL_DEPTH,
      GL_STENCIL,
   };
   GLint i;

   /* Page 679 of OpenGL 4.4 spec says:
    *    "Added BlitFramebuffer to commands affected by conditional rendering in
    *     section 10.10 (Bug 9562)."
    */
   if (!_mesa_check_conditional_render(ctx))
      return; /* Do not blit */

   if (!_mesa_clip_blit(ctx, readFb, drawFb, &srcX0, &srcY0, &srcX1, &srcY1,
                        &dstX0, &dstY0, &dstX1, &dstY1)) {
      return;
   }

   if (SWRAST_CONTEXT(ctx)->NewState)
      _swrast_validate_derived(ctx);

   /* First, try covering whatever buffers possible using the fast 1:1 copy
    * path.
    */
   if (srcX1 - srcX0 == dstX1 - dstX0 &&
       srcY1 - srcY0 == dstY1 - dstY0 &&
       srcX0 < srcX1 &&
       srcY0 < srcY1 &&
       dstX0 < dstX1 &&
       dstY0 < dstY1) {
      for (i = 0; i < 3; i++) {
         if (mask & buffers[i]) {
            if (swrast_fast_copy_pixels(ctx,
                                        readFb, drawFb,
                                        srcX0, srcY0,
                                        srcX1 - srcX0, srcY1 - srcY0,
                                        dstX0, dstY0,
                                        buffer_enums[i])) {
               mask &= ~buffers[i];
            }
         }
      }

      if (!mask)
         return;
   }

   if (filter == GL_NEAREST) {
      for (i = 0; i < 3; i++) {
          if (mask & buffers[i]) {
             blit_nearest(ctx, readFb, drawFb, srcX0, srcY0, srcX1, srcY1,
                          dstX0, dstY0, dstX1, dstY1, buffers[i]);
          }
      }
   }
   else {
      assert(filter == GL_LINEAR);
      if (mask & GL_COLOR_BUFFER_BIT) {  /* depth/stencil not allowed */
         blit_linear(ctx, readFb, drawFb, srcX0, srcY0, srcX1, srcY1,
                     dstX0, dstY0, dstX1, dstY1);
      }
   }

}
예제 #20
0
파일: intel_clear.c 프로젝트: nikai3d/mesa
/**
 * Called by ctx->Driver.Clear.
 */
static void
intelClear(struct gl_context *ctx, GLbitfield mask)
{
   struct intel_context *intel = intel_context(ctx);
   const GLuint colorMask = *((GLuint *) & ctx->Color.ColorMask[0]);
   GLbitfield tri_mask = 0;
   GLbitfield blit_mask = 0;
   GLbitfield swrast_mask = 0;
   struct gl_framebuffer *fb = ctx->DrawBuffer;
   struct intel_renderbuffer *irb;
   int i;

   if (!_mesa_check_conditional_render(ctx))
      return;

   if (mask & (BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_FRONT_RIGHT)) {
      intel->front_buffer_dirty = GL_TRUE;
   }

   if (0)
      fprintf(stderr, "%s\n", __FUNCTION__);

   /* Get SW clears out of the way: Anything without an intel_renderbuffer */
   for (i = 0; i < BUFFER_COUNT; i++) {
      if (!(mask & (1 << i)))
	 continue;

      irb = intel_get_renderbuffer(fb, i);
      if (unlikely(!irb)) {
	 swrast_mask |= (1 << i);
	 mask &= ~(1 << i);
      }
   }
   if (unlikely(swrast_mask)) {
      debug_mask("swrast", swrast_mask);
      _swrast_Clear(ctx, swrast_mask);
   }

   /* HW color buffers (front, back, aux, generic FBO, etc) */
   if (intel->gen < 6 && colorMask == ~0) {
      /* clear all R,G,B,A */
      blit_mask |= (mask & BUFFER_BITS_COLOR);
   }
   else {
      /* glColorMask in effect */
      tri_mask |= (mask & BUFFER_BITS_COLOR);
   }

   /* Make sure we have up to date buffers before we start looking at
    * the tiling bits to determine how to clear. */
   intel_prepare_render(intel);

   /* HW stencil */
   if (mask & BUFFER_BIT_STENCIL) {
      const struct intel_region *stencilRegion
         = intel_get_rb_region(fb, BUFFER_STENCIL);
      if (stencilRegion) {
         /* have hw stencil */
         if (stencilRegion->tiling == I915_TILING_Y ||
	     (ctx->Stencil.WriteMask[0] & 0xff) != 0xff) {
	    /* We have to use the 3D engine if we're clearing a partial mask
	     * of the stencil buffer, or if we're on a 965 which has a tiled
	     * depth/stencil buffer in a layout we can't blit to.
	     */
            tri_mask |= BUFFER_BIT_STENCIL;
         }
	 else if (intel->has_separate_stencil &&
	       stencilRegion->tiling == I915_TILING_NONE) {
	    /* The stencil buffer is actually W tiled, which the hardware
	     * cannot blit to. */
	    tri_mask |= BUFFER_BIT_STENCIL;
	 }
         else {
            /* clearing all stencil bits, use blitting */
            blit_mask |= BUFFER_BIT_STENCIL;
         }
      }
   }

   /* HW depth */
   if (mask & BUFFER_BIT_DEPTH) {
      const struct intel_region *irb = intel_get_rb_region(fb, BUFFER_DEPTH);

      /* clear depth with whatever method is used for stencil (see above) */
      if (irb->tiling == I915_TILING_Y || tri_mask & BUFFER_BIT_STENCIL)
         tri_mask |= BUFFER_BIT_DEPTH;
      else
         blit_mask |= BUFFER_BIT_DEPTH;
   }

   /* If we're doing a tri pass for depth/stencil, include a likely color
    * buffer with it.
    */
   if (mask & (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)) {
      int color_bit = _mesa_ffs(mask & BUFFER_BITS_COLOR);
      if (color_bit != 0) {
	 tri_mask |= blit_mask & (1 << (color_bit - 1));
	 blit_mask &= ~(1 << (color_bit - 1));
      }
   }

   /* Anything left, just use tris */
   tri_mask |= mask & ~blit_mask;

   if (blit_mask) {
      debug_mask("blit", blit_mask);
      tri_mask |= intelClearWithBlit(ctx, blit_mask);
   }

   if (tri_mask) {
      debug_mask("tri", tri_mask);
      if (ctx->Extensions.ARB_fragment_shader)
	 _mesa_meta_glsl_Clear(&intel->ctx, tri_mask);
      else
	 _mesa_meta_Clear(&intel->ctx, tri_mask);
   }
}