示例#1
0
static void
radeon_render_texture(struct gl_context * ctx,
                     struct gl_framebuffer *fb,
                     struct gl_renderbuffer_attachment *att)
{
   struct gl_texture_image *newImage
      = att->Texture->Image[att->CubeMapFace][att->TextureLevel];
   struct radeon_renderbuffer *rrb = radeon_renderbuffer(att->Renderbuffer);
   radeon_texture_image *radeon_image;
   GLuint imageOffset;

  radeon_print(RADEON_TEXTURE, RADEON_TRACE,
		"%s(%p, fb %p, rrb %p, att %p)\n",
		__func__, ctx, fb, rrb, att);

   (void) fb;

   ASSERT(newImage);

   radeon_image = (radeon_texture_image *)newImage;

   if (!radeon_image->mt || newImage->Border != 0) {
      /* Fallback on drawing to a texture without a miptree.
       */
      _mesa_reference_renderbuffer(&att->Renderbuffer, NULL);
      _mesa_render_texture(ctx, fb, att);
      return;
   }
   else if (!rrb) {
      rrb = radeon_wrap_texture(ctx, newImage);
      if (rrb) {
         /* bind the wrapper to the attachment point */
         _mesa_reference_renderbuffer(&att->Renderbuffer, &rrb->base);
      }
      else {
         /* fallback to software rendering */
         _mesa_render_texture(ctx, fb, att);
         return;
      }
   }

   if (!radeon_update_wrapper(ctx, rrb, newImage)) {
       _mesa_reference_renderbuffer(&att->Renderbuffer, NULL);
       _mesa_render_texture(ctx, fb, att);
       return;
   }

   DBG("Begin render texture tid %lx tex=%u w=%d h=%d refcount=%d\n",
       _glthread_GetID(),
       att->Texture->Name, newImage->Width, newImage->Height,
       rrb->base.RefCount);

   /* point the renderbufer's region to the texture image region */
   if (rrb->bo != radeon_image->mt->bo) {
      if (rrb->bo)
  	radeon_bo_unref(rrb->bo);
      rrb->bo = radeon_image->mt->bo;
      radeon_bo_ref(rrb->bo);
   }

   /* compute offset of the particular 2D image within the texture region */
   imageOffset = radeon_miptree_image_offset(radeon_image->mt,
                                            att->CubeMapFace,
                                            att->TextureLevel);

   if (att->Texture->Target == GL_TEXTURE_3D) {
      imageOffset += radeon_image->mt->levels[att->TextureLevel].rowstride *
                     radeon_image->mt->levels[att->TextureLevel].height *
                     att->Zoffset;
   }

   /* store that offset in the region, along with the correct pitch for
    * the image we are rendering to */
   rrb->draw_offset = imageOffset;
   rrb->pitch = radeon_image->mt->levels[att->TextureLevel].rowstride;

   /* update drawing region, etc */
   radeon_draw_buffer(ctx, fb);
}
示例#2
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);
}
/**
 * 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);
}