/**
 * 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);
}
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(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);
}