diff options
Diffstat (limited to 'src/mesa/drivers/dri/intel_winsys/intel_buffers.c')
-rw-r--r-- | src/mesa/drivers/dri/intel_winsys/intel_buffers.c | 199 |
1 files changed, 0 insertions, 199 deletions
diff --git a/src/mesa/drivers/dri/intel_winsys/intel_buffers.c b/src/mesa/drivers/dri/intel_winsys/intel_buffers.c index fc9d60c88e..3cece98079 100644 --- a/src/mesa/drivers/dri/intel_winsys/intel_buffers.c +++ b/src/mesa/drivers/dri/intel_winsys/intel_buffers.c @@ -121,27 +121,6 @@ intel_readbuf_region(struct intel_context *intel) } - -/** - * Update the following fields for rendering: - * intel->numClipRects - * intel->pClipRects - */ -static void -intelSetRenderbufferClipRects(struct intel_context *intel) -{ - /* zero-sized buffers might be legal? */ - assert(intel->ctx.DrawBuffer->Width > 0); - assert(intel->ctx.DrawBuffer->Height > 0); - intel->fboRect.x1 = 0; - intel->fboRect.y1 = 0; - intel->fboRect.x2 = intel->ctx.DrawBuffer->Width; - intel->fboRect.y2 = intel->ctx.DrawBuffer->Height; - intel->numClipRects = 1; - intel->pClipRects = &intel->fboRect; -} - - /** * This will be called whenever the currently bound window is moved/resized. * XXX: actually, it seems to NOT be called when the window is only moved (BP). @@ -531,181 +510,3 @@ intelCopySubBuffer(__DRIdrawablePrivate * dPriv, int x, int y, int w, int h) } } - -/** - * Update the hardware state for drawing into a window or framebuffer object. - * - * Called by glDrawBuffer, glBindFramebufferEXT, MakeCurrent, and other - * places within the driver. - * - * Basically, this needs to be called any time the current framebuffer - * changes, the renderbuffers change, or we need to draw into different - * color buffers. - */ -void -intel_draw_buffer(GLcontext * ctx, struct gl_framebuffer *fb) -{ - struct intel_context *intel = intel_context(ctx); - struct pipe_region *colorRegion, *depthRegion = NULL; - struct intel_renderbuffer *irbDepth = NULL, *irbStencil = NULL; - - if (!fb) { - /* this can happen during the initial context initialization */ - return; - } - - /* Do this here, not core Mesa, since this function is called from - * many places within the driver. - */ - if (ctx->NewState & (_NEW_BUFFERS | _NEW_COLOR | _NEW_PIXEL)) { - /* this updates the DrawBuffer->_NumColorDrawBuffers fields, etc */ - _mesa_update_framebuffer(ctx); - /* this updates the DrawBuffer's Width/Height if it's a FBO */ - _mesa_update_draw_buffer_bounds(ctx); - } - - if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) { - /* this may occur when we're called by glBindFrameBuffer() during - * the process of someone setting up renderbuffers, etc. - */ - /*_mesa_debug(ctx, "DrawBuffer: incomplete user FBO\n");*/ - return; - } - - if (fb->Name) - intel_validate_paired_depth_stencil(ctx, fb); - - /* - * How many color buffers are we drawing into? - */ - if (fb->_NumColorDrawBuffers[0] != 1) { - /* writing to 0 or 2 or 4 color buffers */ - /*_mesa_debug(ctx, "Software rendering\n");*/ - FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, GL_TRUE); - } - else { - /* draw to exactly one color buffer */ - /*_mesa_debug(ctx, "Hardware rendering\n");*/ - FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, GL_FALSE); - } - - /* - * Get the intel_renderbuffer for the colorbuffer we're drawing into. - * And set up cliprects. - */ - { - struct intel_renderbuffer *irb; - intelSetRenderbufferClipRects(intel); - irb = intel_renderbuffer(fb->_ColorDrawBuffers[0][0]); - colorRegion = (irb && irb->region) ? irb->region : NULL; - } - - /* Update culling direction which changes depending on the - * orientation of the buffer: - */ - if (ctx->Driver.FrontFace) - ctx->Driver.FrontFace(ctx, ctx->Polygon.FrontFace); - else - ctx->NewState |= _NEW_POLYGON; - - if (!colorRegion) { - FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, GL_TRUE); - } - else { - FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, GL_FALSE); - } - - /*** - *** Get depth buffer region and check if we need a software fallback. - *** Note that the depth buffer is usually a DEPTH_STENCIL buffer. - ***/ - if (fb->_DepthBuffer && fb->_DepthBuffer->Wrapped) { - irbDepth = intel_renderbuffer(fb->_DepthBuffer->Wrapped); - if (irbDepth && irbDepth->region) { - FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_FALSE); - depthRegion = irbDepth->region; - } - else { - FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_TRUE); - depthRegion = NULL; - } - } - else { - /* not using depth buffer */ - FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_FALSE); - depthRegion = NULL; - } - - /*** - *** Stencil buffer - *** This can only be hardware accelerated if we're using a - *** combined DEPTH_STENCIL buffer (for now anyway). - ***/ - if (fb->_StencilBuffer && fb->_StencilBuffer->Wrapped) { - irbStencil = intel_renderbuffer(fb->_StencilBuffer->Wrapped); - if (irbStencil && irbStencil->region) { - ASSERT(irbStencil->Base._ActualFormat == GL_DEPTH24_STENCIL8_EXT); - FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_FALSE); - /* need to re-compute stencil hw state */ -// ctx->Driver.Enable(ctx, GL_STENCIL_TEST, ctx->Stencil.Enabled); - if (!depthRegion) - depthRegion = irbStencil->region; - } - else { - FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_TRUE); - } - } - else { - /* XXX FBO: instead of FALSE, pass ctx->Stencil.Enabled ??? */ - FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_FALSE); - /* need to re-compute stencil hw state */ -// ctx->Driver.Enable(ctx, GL_STENCIL_TEST, ctx->Stencil.Enabled); - } - - - /** - ** Release old regions, reference new regions - **/ - - // intel->vtbl.set_draw_region(intel, colorRegion, depthRegion); - - /* update viewport since it depends on window size */ -// ctx->Driver.Viewport(ctx, ctx->Viewport.X, ctx->Viewport.Y, -// ctx->Viewport.Width, ctx->Viewport.Height); - - /* Update hardware scissor */ -// ctx->Driver.Scissor(ctx, ctx->Scissor.X, ctx->Scissor.Y, -// ctx->Scissor.Width, ctx->Scissor.Height); -} - - -static void -intelDrawBuffer(GLcontext * ctx, GLenum mode) -{ - intel_draw_buffer(ctx, ctx->DrawBuffer); -} - - -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. - */ -} - - -void -intelInitBufferFuncs(struct dd_function_table *functions) -{ - functions->DrawBuffer = intelDrawBuffer; - functions->ReadBuffer = intelReadBuffer; -} |