static void intel_update_image_buffers(struct intel_context *intel, __DRIdrawable *drawable) { struct gl_framebuffer *fb = drawable->driverPrivate; __DRIscreen *screen = intel->intelScreen->driScrnPriv; struct intel_renderbuffer *front_rb; struct intel_renderbuffer *back_rb; struct __DRIimageList images; unsigned int format; uint32_t buffer_mask = 0; int ret; front_rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT); back_rb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT); if (back_rb) format = intel_rb_format(back_rb); else if (front_rb) format = intel_rb_format(front_rb); else return; if (front_rb && (_mesa_is_front_buffer_drawing(fb) || _mesa_is_front_buffer_reading(fb) || !back_rb)) { buffer_mask |= __DRI_IMAGE_BUFFER_FRONT; } if (back_rb) buffer_mask |= __DRI_IMAGE_BUFFER_BACK; ret = screen->image.loader->getBuffers(drawable, driGLFormatToImageFormat(format), &drawable->dri2.stamp, drawable->loaderPrivate, buffer_mask, &images); if (!ret) return; if (images.image_mask & __DRI_IMAGE_BUFFER_FRONT) { drawable->w = images.front->width; drawable->h = images.front->height; intel_update_image_buffer(intel, drawable, front_rb, images.front, __DRI_IMAGE_BUFFER_FRONT); } if (images.image_mask & __DRI_IMAGE_BUFFER_BACK) { drawable->w = images.back->width; drawable->h = images.back->height; intel_update_image_buffer(intel, drawable, back_rb, images.back, __DRI_IMAGE_BUFFER_BACK); } }
/** * \brief Query DRI2 to obtain a DRIdrawable's buffers. * * To determine which DRI buffers to request, examine the renderbuffers * attached to the drawable's framebuffer. Then request the buffers with * DRI2GetBuffers() or DRI2GetBuffersWithFormat(). * * This is called from intel_update_renderbuffers(). * * \param drawable Drawable whose buffers are queried. * \param buffers [out] List of buffers returned by DRI2 query. * \param buffer_count [out] Number of buffers returned. * * \see intel_update_renderbuffers() * \see DRI2GetBuffers() * \see DRI2GetBuffersWithFormat() */ static void intel_query_dri2_buffers(struct intel_context *intel, __DRIdrawable *drawable, __DRIbuffer **buffers, int *buffer_count) { __DRIscreen *screen = intel->intelScreen->driScrnPriv; struct gl_framebuffer *fb = drawable->driverPrivate; int i = 0; unsigned attachments[8]; struct intel_renderbuffer *front_rb; struct intel_renderbuffer *back_rb; front_rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT); back_rb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT); memset(attachments, 0, sizeof(attachments)); if ((_mesa_is_front_buffer_drawing(fb) || _mesa_is_front_buffer_reading(fb) || !back_rb) && front_rb) { /* If a fake front buffer is in use, then querying for * __DRI_BUFFER_FRONT_LEFT will cause the server to copy the image from * the real front buffer to the fake front buffer. So before doing the * query, we need to make sure all the pending drawing has landed in the * real front buffer. */ intel_flush(&intel->ctx); intel_flush_front(&intel->ctx); attachments[i++] = __DRI_BUFFER_FRONT_LEFT; attachments[i++] = intel_bits_per_pixel(front_rb); } else if (front_rb && intel->front_buffer_dirty) { /* We have pending front buffer rendering, but we aren't querying for a * front buffer. If the front buffer we have is a fake front buffer, * the X server is going to throw it away when it processes the query. * So before doing the query, make sure all the pending drawing has * landed in the real front buffer. */ intel_flush(&intel->ctx); intel_flush_front(&intel->ctx); } if (back_rb) { attachments[i++] = __DRI_BUFFER_BACK_LEFT; attachments[i++] = intel_bits_per_pixel(back_rb); } assert(i <= ARRAY_SIZE(attachments)); *buffers = screen->dri2.loader->getBuffersWithFormat(drawable, &drawable->w, &drawable->h, attachments, i / 2, buffer_count, drawable->loaderPrivate); }
static void intel_glFlush(struct gl_context *ctx) { struct intel_context *intel = intel_context(ctx); intel_flush(ctx); intel_flush_front(ctx); if (_mesa_is_front_buffer_drawing(ctx->DrawBuffer)) intel->need_throttle = true; }
/** * 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 (_mesa_is_front_buffer_drawing(intel->ctx.DrawBuffer)) 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; } }
/** * \brief Call this after drawing to mark which buffers need resolving * * If the depth buffer was written to and if it has an accompanying HiZ * buffer, then mark that it needs a depth resolve. * * If the color buffer is a multisample window system buffer, then * mark that it needs a downsample. * * Also mark any render targets which will be textured as needing a render * cache flush. */ static void brw_postdraw_set_buffers_need_resolve(struct brw_context *brw) { struct gl_context *ctx = &brw->ctx; struct gl_framebuffer *fb = ctx->DrawBuffer; struct intel_renderbuffer *front_irb = NULL; struct intel_renderbuffer *back_irb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT); struct intel_renderbuffer *depth_irb = intel_get_renderbuffer(fb, BUFFER_DEPTH); struct intel_renderbuffer *stencil_irb = intel_get_renderbuffer(fb, BUFFER_STENCIL); struct gl_renderbuffer_attachment *depth_att = &fb->Attachment[BUFFER_DEPTH]; if (_mesa_is_front_buffer_drawing(fb)) front_irb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT); if (front_irb) front_irb->need_downsample = true; if (back_irb) back_irb->need_downsample = true; if (depth_irb && ctx->Depth.Mask) { intel_renderbuffer_att_set_needs_depth_resolve(depth_att); brw_render_cache_set_add_bo(brw, depth_irb->mt->bo); } if (ctx->Extensions.ARB_stencil_texturing && stencil_irb && ctx->Stencil._WriteEnabled) { brw_render_cache_set_add_bo(brw, stencil_irb->mt->bo); } for (unsigned i = 0; i < fb->_NumColorDrawBuffers; i++) { struct intel_renderbuffer *irb = intel_renderbuffer(fb->_ColorDrawBuffers[i]); if (irb) { brw_render_cache_set_add_bo(brw, irb->mt->bo); if (intel_miptree_is_lossless_compressed(brw, irb->mt)) { irb->mt->fast_clear_state = INTEL_FAST_CLEAR_STATE_UNRESOLVED; } } } }