summaryrefslogtreecommitdiff
path: root/src/mesa/drivers/dri/intel_winsys/intel_buffers.c
diff options
context:
space:
mode:
Diffstat (limited to 'src/mesa/drivers/dri/intel_winsys/intel_buffers.c')
-rw-r--r--src/mesa/drivers/dri/intel_winsys/intel_buffers.c199
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;
-}