Пример #1
0
static void
intelReadBuffer(struct gl_context * ctx, GLenum mode)
{
   if ((ctx->DrawBuffer != NULL) && (ctx->DrawBuffer->Name == 0)) {
      struct intel_context *const intel = intel_context(ctx);
      const GLboolean was_front_buffer_reading =
	intel->is_front_buffer_reading;

      intel->is_front_buffer_reading = (mode == GL_FRONT_LEFT)
	|| (mode == GL_FRONT);

      /* If we weren't front-buffer reading before but we are now,
       * invalidate our DRI drawable so we'll ask for new buffers
       * (including the fake front) before we start reading again.
       */
      if (!was_front_buffer_reading && intel->is_front_buffer_reading)
	 dri2InvalidateDrawable(intel->driContext->driReadablePriv);
   }

   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.
    */
}
/**
 * Called via glFramebufferRenderbufferEXT().
 */
static void
intel_framebuffer_renderbuffer(struct gl_context * ctx,
                               struct gl_framebuffer *fb,
                               GLenum attachment, struct gl_renderbuffer *rb)
{
   DBG("Intel FramebufferRenderbuffer %u %u\n", fb->Name, rb ? rb->Name : 0);

   _mesa_framebuffer_renderbuffer(ctx, fb, attachment, rb);
   intel_draw_buffer(ctx);
}
/**
 * Called via glBindFramebufferEXT().
 */
static void
intel_bind_framebuffer(struct gl_context * ctx, GLenum target,
                       struct gl_framebuffer *fb, struct gl_framebuffer *fbread)
{
   if (target == GL_FRAMEBUFFER_EXT || target == GL_DRAW_FRAMEBUFFER_EXT) {
      intel_draw_buffer(ctx);
   }
   else {
      /* don't need to do anything if target == GL_READ_FRAMEBUFFER_EXT */
   }
}
Пример #4
0
GLboolean
intelMakeCurrent(__DRIcontext * driContextPriv,
                 __DRIdrawable * driDrawPriv,
                 __DRIdrawable * driReadPriv)
{
   struct intel_context *intel;
   GET_CURRENT_CONTEXT(curCtx);

   if (driContextPriv)
      intel = (struct intel_context *) driContextPriv->driverPrivate;
   else
      intel = NULL;

   /* According to the glXMakeCurrent() man page: "Pending commands to
    * the previous context, if any, are flushed before it is released."
    * But only flush if we're actually changing contexts.
    */
   if (intel_context(curCtx) && intel_context(curCtx) != intel) {
      _mesa_flush(curCtx);
   }

   if (driContextPriv) {
      struct gl_context *ctx = &intel->ctx;
      struct gl_framebuffer *fb, *readFb;
      
      if (driDrawPriv == NULL && driReadPriv == NULL) {
	 fb = _mesa_get_incomplete_framebuffer();
	 readFb = _mesa_get_incomplete_framebuffer();
      } else {
	 fb = driDrawPriv->driverPrivate;
	 readFb = driReadPriv->driverPrivate;
	 driContextPriv->dri2.draw_stamp = driDrawPriv->dri2.stamp - 1;
	 driContextPriv->dri2.read_stamp = driReadPriv->dri2.stamp - 1;
      }

      intel_prepare_render(intel);
      _mesa_make_current(ctx, fb, readFb);

      intel_gles3_srgb_workaround(intel, ctx->WinSysDrawBuffer);
      intel_gles3_srgb_workaround(intel, ctx->WinSysReadBuffer);

      /* We do this in intel_prepare_render() too, but intel->ctx.DrawBuffer
       * is NULL at that point.  We can't call _mesa_makecurrent()
       * first, since we need the buffer size for the initial
       * viewport.  So just call intel_draw_buffer() again here. */
      intel_draw_buffer(ctx);
   }
   else {
      _mesa_make_current(NULL, NULL, NULL);
   }

   return true;
}
Пример #5
0
/**
 * intel_prepare_render should be called anywhere that curent read/drawbuffer
 * state is required.
 */
void
intel_prepare_render(struct intel_context *intel)
{
   __DRIcontext *driContext = intel->driContext;
   __DRIdrawable *drawable;

   drawable = driContext->driDrawablePriv;
   if (drawable && drawable->dri2.stamp != driContext->dri2.draw_stamp) {
      if (drawable->lastStamp != drawable->dri2.stamp)
	 intel_update_renderbuffers(driContext, drawable);
      intel_draw_buffer(&intel->ctx);
      driContext->dri2.draw_stamp = drawable->dri2.stamp;
   }

   drawable = driContext->driReadablePriv;
   if (drawable && drawable->dri2.stamp != driContext->dri2.read_stamp) {
      if (drawable->lastStamp != drawable->dri2.stamp)
	 intel_update_renderbuffers(driContext, drawable);
      driContext->dri2.read_stamp = drawable->dri2.stamp;
   }

   /* If we're currently rendering to the front buffer, the rendering
    * that will happen next will probably dirty the front buffer.  So
    * mark it as dirty here.
    */
   if (intel->is_front_buffer_rendering)
      intel->front_buffer_dirty = true;

   /* Wait for the swapbuffers before the one we just emitted, so we
    * don't get too many swaps outstanding for apps that are GPU-heavy
    * but not CPU-heavy.
    *
    * We're using intelDRI2Flush (called from the loader before
    * swapbuffer) and glFlush (for front buffer rendering) as the
    * indicator that a frame is done and then throttle when we get
    * here as we prepare to render the next frame.  At this point for
    * round trips for swap/copy and getting new buffers are done and
    * we'll spend less time waiting on the GPU.
    *
    * Unfortunately, we don't have a handle to the batch containing
    * the swap, and getting our hands on that doesn't seem worth it,
    * so we just us the first batch we emitted after the last swap.
    */
   if (intel->need_throttle && intel->first_post_swapbuffers_batch) {
      if (!intel->disable_throttling)
         drm_intel_bo_wait_rendering(intel->first_post_swapbuffers_batch);
      drm_intel_bo_unreference(intel->first_post_swapbuffers_batch);
      intel->first_post_swapbuffers_batch = NULL;
      intel->need_throttle = false;
   }
}
/**
 * Called via glBindFramebufferEXT().
 */
static void
intel_bind_framebuffer(GLcontext * ctx, GLenum target,
                       struct gl_framebuffer *fb, struct gl_framebuffer *fbread)
{
   if (target == GL_FRAMEBUFFER_EXT || target == GL_DRAW_FRAMEBUFFER_EXT) {
      intel_draw_buffer(ctx, fb);
      /* Integer depth range depends on depth buffer bits */
      if (ctx->Driver.DepthRange != NULL)
	 ctx->Driver.DepthRange(ctx, ctx->Viewport.Near, ctx->Viewport.Far);
   }
   else {
      /* don't need to do anything if target == GL_READ_FRAMEBUFFER_EXT */
   }
}
Пример #7
0
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.
    */
}
Пример #8
0
/**
 * 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(struct gl_context * ctx,
                     struct gl_framebuffer *fb,
                     struct gl_renderbuffer_attachment *att)
{
   struct intel_context *intel = intel_context(ctx);
   struct gl_renderbuffer *rb = att->Renderbuffer;
   struct intel_renderbuffer *irb = intel_renderbuffer(rb);
   struct gl_texture_image *image = rb->TexImage;
   struct intel_texture_image *intel_image = intel_texture_image(image);
   struct intel_mipmap_tree *mt = intel_image->mt;
   int layer;

   (void) fb;

   if (att->CubeMapFace > 0) {
      assert(att->Zoffset == 0);
      layer = att->CubeMapFace;
   } else {
      layer = att->Zoffset;
   }

   if (!intel_image->mt) {
      /* Fallback on drawing to a texture that doesn't have a miptree
       * (has a border, width/height 0, etc.)
       */
      _swrast_render_texture(ctx, fb, att);
      return;
   }

   intel_miptree_check_level_layer(mt, att->TextureLevel, layer);

   if (!intel_renderbuffer_update_wrapper(intel, irb, image, layer)) {
       _swrast_render_texture(ctx, fb, att);
       return;
   }

   DBG("Begin render %s texture tex=%u w=%d h=%d d=%d refcount=%d\n",
       _mesa_get_format_name(image->TexFormat),
       att->Texture->Name, image->Width, image->Height, image->Depth,
       rb->RefCount);

   /* update drawing region, etc */
   intel_draw_buffer(ctx);
}
Пример #9
0
static void
intelDrawBuffer(struct gl_context * ctx, GLenum mode)
{
   if ((ctx->DrawBuffer != NULL) && (ctx->DrawBuffer->Name == 0)) {
      struct intel_context *const intel = intel_context(ctx);
      const bool was_front_buffer_rendering =
	intel->is_front_buffer_rendering;

      intel->is_front_buffer_rendering = (mode == GL_FRONT_LEFT)
	|| (mode == GL_FRONT) || (mode == GL_FRONT_AND_BACK);

      /* If we weren't front-buffer rendering before but we are now,
       * invalidate our DRI drawable so we'll ask for new buffers
       * (including the fake front) before we start rendering again.
       */
      if (!was_front_buffer_rendering && intel->is_front_buffer_rendering)
	 dri2InvalidateDrawable(intel->driContext->driDrawablePriv);
   }

   intel_draw_buffer(ctx);
}
Пример #10
0
void
intel_prepare_render(struct intel_context *intel)
{
   __DRIcontext *driContext = intel->driContext;
   __DRIdrawable *drawable;

   drawable = intel->driDrawable;
   if (drawable->dri2.stamp != driContext->dri2.draw_stamp) {
      if (drawable->lastStamp != drawable->dri2.stamp)
	 intel_update_renderbuffers(driContext, drawable);
      intel_draw_buffer(&intel->ctx, intel->ctx.DrawBuffer);
      driContext->dri2.draw_stamp = drawable->dri2.stamp;
   }

   drawable = intel->driReadDrawable;
   if (drawable->dri2.stamp != driContext->dri2.read_stamp) {
      if (drawable->lastStamp != drawable->dri2.stamp)
	 intel_update_renderbuffers(driContext, drawable);
      driContext->dri2.read_stamp = drawable->dri2.stamp;
   }
}
Пример #11
0
static void
intelDrawBuffer(GLcontext * ctx, GLenum mode)
{
   if ((ctx->DrawBuffer != NULL) && (ctx->DrawBuffer->Name == 0)) {
      struct intel_context *const intel = intel_context(ctx);
      const GLboolean was_front_buffer_rendering =
	intel->is_front_buffer_rendering;

      intel->is_front_buffer_rendering = (mode == GL_FRONT_LEFT)
	|| (mode == GL_FRONT);

      /* If we weren't front-buffer rendering before but we are now, make sure
       * that the front-buffer has actually been allocated.
       */
      if (!was_front_buffer_rendering && intel->is_front_buffer_rendering) {
	 intel_update_renderbuffers(intel->driContext,
				    intel->driContext->driDrawablePriv);
      }
   }

   intel_draw_buffer(ctx, ctx->DrawBuffer);
}
/**
 * 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(struct gl_context * ctx,
                     struct gl_framebuffer *fb,
                     struct gl_renderbuffer_attachment *att)
{
   struct intel_context *intel = intel_context(ctx);
   struct gl_texture_image *image = _mesa_get_attachment_teximage(att);
   struct intel_renderbuffer *irb = intel_renderbuffer(att->Renderbuffer);
   struct intel_texture_image *intel_image = intel_texture_image(image);
   struct intel_mipmap_tree *mt = intel_image->mt;
   int layer;

   (void) fb;

   if (att->CubeMapFace > 0) {
      assert(att->Zoffset == 0);
      layer = att->CubeMapFace;
   } else {
      layer = att->Zoffset;
   }

   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);
      _swrast_render_texture(ctx, fb, att);
      return;
   }
   else if (!irb) {
      intel_miptree_check_level_layer(mt, att->TextureLevel, layer);

      irb = (struct intel_renderbuffer *)intel_new_renderbuffer(ctx, ~0);

      if (irb) {
         /* bind the wrapper to the attachment point */
         _mesa_reference_renderbuffer(&att->Renderbuffer, &irb->Base.Base);
      }
      else {
         /* fallback to software rendering */
         _swrast_render_texture(ctx, fb, att);
         return;
      }
   }

   if (!intel_renderbuffer_update_wrapper(intel, irb, image, layer)) {
       _mesa_reference_renderbuffer(&att->Renderbuffer, NULL);
       _swrast_render_texture(ctx, fb, att);
       return;
   }

   irb->tex_image = image;

   DBG("Begin render %s texture tex=%u w=%d h=%d refcount=%d\n",
       _mesa_get_format_name(image->TexFormat),
       att->Texture->Name, image->Width, image->Height,
       irb->Base.Base.RefCount);

   /* update drawing region, etc */
   intel_draw_buffer(ctx);
}
Пример #13
0
/**
 * 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);
}
Пример #14
0
/**
 * 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);
}
Пример #15
0
/**
 * 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(struct gl_context * ctx,
                     struct gl_framebuffer *fb,
                     struct gl_renderbuffer_attachment *att)
{
    struct intel_context *intel = intel_context(ctx);
    struct gl_texture_image *image = _mesa_get_attachment_teximage(att);
    struct intel_renderbuffer *irb = intel_renderbuffer(att->Renderbuffer);
    struct intel_texture_image *intel_image = intel_texture_image(image);
    struct intel_mipmap_tree *mt = intel_image->mt;
    int layer;

    (void) fb;

    if (att->CubeMapFace > 0) {
        assert(att->Zoffset == 0);
        layer = att->CubeMapFace;
    } else {
        layer = att->Zoffset;
    }

    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);
        _swrast_render_texture(ctx, fb, att);
        return;
    }
    else if (!irb) {
        intel_miptree_check_level_layer(mt, att->TextureLevel, layer);

        irb = (struct intel_renderbuffer *)intel_new_renderbuffer(ctx, ~0);

        if (irb) {
            /* bind the wrapper to the attachment point */
            _mesa_reference_renderbuffer(&att->Renderbuffer, &irb->Base.Base);
        }
        else {
            /* fallback to software rendering */
            _swrast_render_texture(ctx, fb, att);
            return;
        }
    }

    if (!intel_renderbuffer_update_wrapper(intel, irb, image, layer)) {
        _mesa_reference_renderbuffer(&att->Renderbuffer, NULL);
        _swrast_render_texture(ctx, fb, att);
        return;
    }

    DBG("Begin render %s texture tex=%u w=%d h=%d refcount=%d\n",
        _mesa_get_format_name(image->TexFormat),
        att->Texture->Name, image->Width, image->Height,
        irb->Base.Base.RefCount);

    intel_image->used_as_render_target = true;

#ifndef I915
    if (need_tile_offset_workaround(brw_context(ctx), irb)) {
        /* Original gen4 hardware couldn't draw to a non-tile-aligned
         * destination in a miptree unless you actually setup your
         * renderbuffer as a miptree and used the fragile
         * lod/array_index/etc. controls to select the image.  So,
         * instead, we just make a new single-level miptree and render
         * into that.
         */
        struct intel_context *intel = intel_context(ctx);
        struct intel_mipmap_tree *new_mt;
        int width, height, depth;

        intel_miptree_get_dimensions_for_image(image, &width, &height, &depth);

        new_mt = intel_miptree_create(intel, image->TexObject->Target,
                                      intel_image->base.Base.TexFormat,
                                      intel_image->base.Base.Level,
                                      intel_image->base.Base.Level,
                                      width, height, depth,
                                      true);

        intel_miptree_copy_teximage(intel, intel_image, new_mt);
        intel_renderbuffer_set_draw_offset(irb);

        intel_miptree_reference(&irb->mt, intel_image->mt);
        intel_miptree_release(&new_mt);
    }
#endif
    /* update drawing region, etc */
    intel_draw_buffer(ctx);
}