From 8cf9085bc7b96819d2bec1e749e15af58eefb2f3 Mon Sep 17 00:00:00 2001 From: Eric Anholt Date: Mon, 24 Sep 2007 10:03:25 -0700 Subject: Move i915tex driver into place as just i915. --- src/mesa/drivers/dri/i915/intel_fbo.c | 687 ++++++++++++++++++++++++++++++++++ 1 file changed, 687 insertions(+) create mode 100644 src/mesa/drivers/dri/i915/intel_fbo.c (limited to 'src/mesa/drivers/dri/i915/intel_fbo.c') diff --git a/src/mesa/drivers/dri/i915/intel_fbo.c b/src/mesa/drivers/dri/i915/intel_fbo.c new file mode 100644 index 0000000000..6f99f401c7 --- /dev/null +++ b/src/mesa/drivers/dri/i915/intel_fbo.c @@ -0,0 +1,687 @@ +/************************************************************************** + * + * Copyright 2006 Tungsten Graphics, Inc., Cedar Park, Texas. + * All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the + * "Software"), to deal in the Software without restriction, including + * without limitation the rights to use, copy, modify, merge, publish, + * distribute, sub license, and/or sell copies of the Software, and to + * permit persons to whom the Software is furnished to do so, subject to + * the following conditions: + * + * The above copyright notice and this permission notice (including the + * next paragraph) shall be included in all copies or substantial portions + * of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF + * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. + * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR + * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, + * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE + * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + * + **************************************************************************/ + + +#include "imports.h" +#include "mtypes.h" +#include "fbobject.h" +#include "framebuffer.h" +#include "renderbuffer.h" +#include "context.h" +#include "texformat.h" +#include "texrender.h" + +#include "intel_context.h" +#include "intel_buffers.h" +#include "intel_depthstencil.h" +#include "intel_fbo.h" +#include "intel_mipmap_tree.h" +#include "intel_regions.h" +#include "intel_span.h" + + +#define FILE_DEBUG_FLAG DEBUG_FBO + +#define INTEL_RB_CLASS 0x12345678 + + +/* XXX FBO: move this to intel_context.h (inlined) */ +/** + * Return a gl_renderbuffer ptr casted to intel_renderbuffer. + * NULL will be returned if the rb isn't really an intel_renderbuffer. + * This is determiend by checking the ClassID. + */ +struct intel_renderbuffer * +intel_renderbuffer(struct gl_renderbuffer *rb) +{ + struct intel_renderbuffer *irb = (struct intel_renderbuffer *) rb; + if (irb && irb->Base.ClassID == INTEL_RB_CLASS) { + /*_mesa_warning(NULL, "Returning non-intel Rb\n");*/ + return irb; + } + else + return NULL; +} + + +struct intel_renderbuffer * +intel_get_renderbuffer(struct gl_framebuffer *fb, GLuint attIndex) +{ + return intel_renderbuffer(fb->Attachment[attIndex].Renderbuffer); +} + + +void +intel_flip_renderbuffers(struct intel_framebuffer *intel_fb) +{ + int current_page = intel_fb->pf_current_page; + int next_page = (current_page + 1) % intel_fb->pf_num_pages; + struct gl_renderbuffer *tmp_rb; + + /* Exchange renderbuffers if necessary but make sure their reference counts + * are preserved. + */ + if (intel_fb->color_rb[current_page] && + intel_fb->Base.Attachment[BUFFER_FRONT_LEFT].Renderbuffer != + &intel_fb->color_rb[current_page]->Base) { + tmp_rb = NULL; + _mesa_reference_renderbuffer(&tmp_rb, + intel_fb->Base.Attachment[BUFFER_FRONT_LEFT].Renderbuffer); + tmp_rb = &intel_fb->color_rb[current_page]->Base; + _mesa_reference_renderbuffer( + &intel_fb->Base.Attachment[BUFFER_FRONT_LEFT].Renderbuffer, tmp_rb); + _mesa_reference_renderbuffer(&tmp_rb, NULL); + } + + if (intel_fb->color_rb[next_page] && + intel_fb->Base.Attachment[BUFFER_BACK_LEFT].Renderbuffer != + &intel_fb->color_rb[next_page]->Base) { + tmp_rb = NULL; + _mesa_reference_renderbuffer(&tmp_rb, + intel_fb->Base.Attachment[BUFFER_BACK_LEFT].Renderbuffer); + tmp_rb = &intel_fb->color_rb[next_page]->Base; + _mesa_reference_renderbuffer( + &intel_fb->Base.Attachment[BUFFER_BACK_LEFT].Renderbuffer, tmp_rb); + _mesa_reference_renderbuffer(&tmp_rb, NULL); + } +} + + +struct intel_region * +intel_get_rb_region(struct gl_framebuffer *fb, GLuint attIndex) +{ + struct intel_renderbuffer *irb = intel_get_renderbuffer(fb, attIndex); + + if (irb) + return irb->region; + else + return NULL; +} + + + +/** + * Create a new framebuffer object. + */ +static struct gl_framebuffer * +intel_new_framebuffer(GLcontext * ctx, GLuint name) +{ + /* Only drawable state in intel_framebuffer at this time, just use Mesa's + * class + */ + return _mesa_new_framebuffer(ctx, name); +} + + +static void +intel_delete_renderbuffer(struct gl_renderbuffer *rb) +{ + GET_CURRENT_CONTEXT(ctx); + struct intel_context *intel = intel_context(ctx); + struct intel_renderbuffer *irb = intel_renderbuffer(rb); + + ASSERT(irb); + + if (irb->PairedStencil || irb->PairedDepth) { + intel_unpair_depth_stencil(ctx, irb); + } + + if (intel && irb->region) { + intel_region_release(&irb->region); + } + + _mesa_free(irb); +} + + + +/** + * Return a pointer to a specific pixel in a renderbuffer. + */ +static void * +intel_get_pointer(GLcontext * ctx, struct gl_renderbuffer *rb, + GLint x, GLint y) +{ + /* By returning NULL we force all software rendering to go through + * the span routines. + */ + return NULL; +} + + + +/** + * Called via glRenderbufferStorageEXT() to set the format and allocate + * storage for a user-created renderbuffer. + */ +static GLboolean +intel_alloc_renderbuffer_storage(GLcontext * ctx, struct gl_renderbuffer *rb, + GLenum internalFormat, + GLuint width, GLuint height) +{ + struct intel_context *intel = intel_context(ctx); + struct intel_renderbuffer *irb = intel_renderbuffer(rb); + GLboolean softwareBuffer = GL_FALSE; + int cpp; + + ASSERT(rb->Name != 0); + + switch (internalFormat) { + case GL_R3_G3_B2: + case GL_RGB4: + case GL_RGB5: + rb->_ActualFormat = GL_RGB5; + rb->DataType = GL_UNSIGNED_BYTE; + rb->RedBits = 5; + rb->GreenBits = 6; + rb->BlueBits = 5; + cpp = 2; + break; + case GL_RGB: + case GL_RGB8: + case GL_RGB10: + case GL_RGB12: + case GL_RGB16: + case GL_RGBA: + case GL_RGBA2: + case GL_RGBA4: + case GL_RGB5_A1: + case GL_RGBA8: + case GL_RGB10_A2: + case GL_RGBA12: + case GL_RGBA16: + rb->_ActualFormat = GL_RGBA8; + rb->DataType = GL_UNSIGNED_BYTE; + rb->RedBits = 8; + rb->GreenBits = 8; + rb->BlueBits = 8; + rb->AlphaBits = 8; + cpp = 4; + break; + case GL_STENCIL_INDEX: + case GL_STENCIL_INDEX1_EXT: + case GL_STENCIL_INDEX4_EXT: + case GL_STENCIL_INDEX8_EXT: + case GL_STENCIL_INDEX16_EXT: + /* alloc a depth+stencil buffer */ + rb->_ActualFormat = GL_DEPTH24_STENCIL8_EXT; + rb->DataType = GL_UNSIGNED_INT_24_8_EXT; + rb->StencilBits = 8; + cpp = 4; + break; + case GL_DEPTH_COMPONENT16: + rb->_ActualFormat = GL_DEPTH_COMPONENT16; + rb->DataType = GL_UNSIGNED_SHORT; + rb->DepthBits = 16; + cpp = 2; + break; + case GL_DEPTH_COMPONENT: + case GL_DEPTH_COMPONENT24: + case GL_DEPTH_COMPONENT32: + rb->_ActualFormat = GL_DEPTH24_STENCIL8_EXT; + rb->DataType = GL_UNSIGNED_INT_24_8_EXT; + rb->DepthBits = 24; + cpp = 4; + break; + case GL_DEPTH_STENCIL_EXT: + case GL_DEPTH24_STENCIL8_EXT: + rb->_ActualFormat = GL_DEPTH24_STENCIL8_EXT; + rb->DataType = GL_UNSIGNED_INT_24_8_EXT; + rb->DepthBits = 24; + rb->StencilBits = 8; + cpp = 4; + break; + default: + _mesa_problem(ctx, + "Unexpected format in intel_alloc_renderbuffer_storage"); + return GL_FALSE; + } + + intelFlush(ctx); + + /* free old region */ + if (irb->region) { + intel_region_release(&irb->region); + } + + /* allocate new memory region/renderbuffer */ + if (softwareBuffer) { + return _mesa_soft_renderbuffer_storage(ctx, rb, internalFormat, + width, height); + } + else { + /* Choose a pitch to match hardware requirements: + */ + GLuint pitch = ((cpp * width + 63) & ~63) / cpp; + + /* alloc hardware renderbuffer */ + DBG("Allocating %d x %d Intel RBO (pitch %d)\n", width, + height, pitch); + + irb->region = intel_region_alloc(intel->intelScreen, cpp, pitch, height); + if (!irb->region) + return GL_FALSE; /* out of memory? */ + + ASSERT(irb->region->buffer); + + rb->Width = width; + rb->Height = height; + + /* This sets the Get/PutRow/Value functions */ + intel_set_span_functions(&irb->Base); + + return GL_TRUE; + } +} + + + +/** + * Called for each hardware renderbuffer when a _window_ is resized. + * Just update fields. + * Not used for user-created renderbuffers! + */ +static GLboolean +intel_alloc_window_storage(GLcontext * ctx, struct gl_renderbuffer *rb, + GLenum internalFormat, GLuint width, GLuint height) +{ + ASSERT(rb->Name == 0); + rb->Width = width; + rb->Height = height; + rb->_ActualFormat = internalFormat; + + return GL_TRUE; +} + +static void +intel_resize_buffers(GLcontext *ctx, struct gl_framebuffer *fb, + GLuint width, GLuint height) +{ + struct intel_framebuffer *intel_fb = (struct intel_framebuffer*)fb; + int i; + + _mesa_resize_framebuffer(ctx, fb, width, height); + + fb->Initialized = GL_TRUE; /* XXX remove someday */ + + if (fb->Name != 0) { + return; + } + + /* Make sure all window system renderbuffers are up to date */ + for (i = 0; i < 3; i++) { + struct gl_renderbuffer *rb = &intel_fb->color_rb[i]->Base; + + /* only resize if size is changing */ + if (rb && (rb->Width != width || rb->Height != height)) { + rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height); + } + } +} + +static GLboolean +intel_nop_alloc_storage(GLcontext * ctx, struct gl_renderbuffer *rb, + GLenum internalFormat, GLuint width, GLuint height) +{ + _mesa_problem(ctx, "intel_op_alloc_storage should never be called."); + return GL_FALSE; +} + + + +/** + * Create a new intel_renderbuffer which corresponds to an on-screen window, + * not a user-created renderbuffer. + * \param width the screen width + * \param height the screen height + */ +struct intel_renderbuffer * +intel_create_renderbuffer(GLenum intFormat, GLsizei width, GLsizei height, + int offset, int pitch, int cpp, void *map) +{ + GET_CURRENT_CONTEXT(ctx); + + struct intel_renderbuffer *irb; + const GLuint name = 0; + + irb = CALLOC_STRUCT(intel_renderbuffer); + if (!irb) { + _mesa_error(ctx, GL_OUT_OF_MEMORY, "creating renderbuffer"); + return NULL; + } + + _mesa_init_renderbuffer(&irb->Base, name); + irb->Base.ClassID = INTEL_RB_CLASS; + + switch (intFormat) { + case GL_RGB5: + irb->Base._ActualFormat = GL_RGB5; + irb->Base._BaseFormat = GL_RGBA; + irb->Base.RedBits = 5; + irb->Base.GreenBits = 6; + irb->Base.BlueBits = 5; + irb->Base.DataType = GL_UNSIGNED_BYTE; + cpp = 2; + break; + case GL_RGBA8: + irb->Base._ActualFormat = GL_RGBA8; + irb->Base._BaseFormat = GL_RGBA; + irb->Base.RedBits = 8; + irb->Base.GreenBits = 8; + irb->Base.BlueBits = 8; + irb->Base.AlphaBits = 8; + irb->Base.DataType = GL_UNSIGNED_BYTE; + cpp = 4; + break; + case GL_STENCIL_INDEX8_EXT: + irb->Base._ActualFormat = GL_STENCIL_INDEX8_EXT; + irb->Base._BaseFormat = GL_STENCIL_INDEX; + irb->Base.StencilBits = 8; + irb->Base.DataType = GL_UNSIGNED_BYTE; + cpp = 1; + break; + case GL_DEPTH_COMPONENT16: + irb->Base._ActualFormat = GL_DEPTH_COMPONENT16; + irb->Base._BaseFormat = GL_DEPTH_COMPONENT; + irb->Base.DepthBits = 16; + irb->Base.DataType = GL_UNSIGNED_SHORT; + cpp = 2; + break; + case GL_DEPTH_COMPONENT24: + irb->Base._ActualFormat = GL_DEPTH24_STENCIL8_EXT; + irb->Base._BaseFormat = GL_DEPTH_COMPONENT; + irb->Base.DepthBits = 24; + irb->Base.DataType = GL_UNSIGNED_INT; + cpp = 4; + break; + case GL_DEPTH24_STENCIL8_EXT: + irb->Base._ActualFormat = GL_DEPTH24_STENCIL8_EXT; + irb->Base._BaseFormat = GL_DEPTH_STENCIL_EXT; + irb->Base.DepthBits = 24; + irb->Base.StencilBits = 8; + irb->Base.DataType = GL_UNSIGNED_INT_24_8_EXT; + cpp = 4; + break; + default: + _mesa_problem(NULL, + "Unexpected intFormat in intel_create_renderbuffer"); + return NULL; + } + + irb->Base.InternalFormat = intFormat; + + /* intel-specific methods */ + irb->Base.Delete = intel_delete_renderbuffer; + irb->Base.AllocStorage = intel_alloc_window_storage; + irb->Base.GetPointer = intel_get_pointer; + /* This sets the Get/PutRow/Value functions */ + intel_set_span_functions(&irb->Base); + + irb->pfMap = map; + irb->pfPitch = pitch / cpp; /* in pixels */ + +#if 00 + irb->region = intel_region_create_static(intel, + DRM_MM_TT, + offset, map, cpp, width, height); +#endif + + return irb; +} + + +/** + * Create a new renderbuffer object. + * Typically called via glBindRenderbufferEXT(). + */ +static struct gl_renderbuffer * +intel_new_renderbuffer(GLcontext * ctx, GLuint name) +{ + /*struct intel_context *intel = intel_context(ctx); */ + struct intel_renderbuffer *irb; + + irb = CALLOC_STRUCT(intel_renderbuffer); + if (!irb) { + _mesa_error(ctx, GL_OUT_OF_MEMORY, "creating renderbuffer"); + return NULL; + } + + _mesa_init_renderbuffer(&irb->Base, name); + irb->Base.ClassID = INTEL_RB_CLASS; + + /* intel-specific methods */ + irb->Base.Delete = intel_delete_renderbuffer; + irb->Base.AllocStorage = intel_alloc_renderbuffer_storage; + irb->Base.GetPointer = intel_get_pointer; + /* span routines set in alloc_storage function */ + + return &irb->Base; +} + + +/** + * Called via glBindFramebufferEXT(). + */ +static void +intel_bind_framebuffer(GLcontext * ctx, GLenum target, + struct gl_framebuffer *fb, struct gl_framebuffer *fbread) +{ + if (target == GL_FRAMEBUFFER_EXT || target == GL_DRAW_FRAMEBUFFER_EXT) { + intel_draw_buffer(ctx, fb); + /* Integer depth range depends on depth buffer bits */ + ctx->Driver.DepthRange(ctx, ctx->Viewport.Near, ctx->Viewport.Far); + } + else { + /* don't need to do anything if target == GL_READ_FRAMEBUFFER_EXT */ + } +} + + +/** + * Called via glFramebufferRenderbufferEXT(). + */ +static void +intel_framebuffer_renderbuffer(GLcontext * ctx, + struct gl_framebuffer *fb, + GLenum attachment, struct gl_renderbuffer *rb) +{ + DBG("Intel FramebufferRenderbuffer %u %u\n", fb->Name, rb ? rb->Name : 0); + + intelFlush(ctx); + + _mesa_framebuffer_renderbuffer(ctx, fb, attachment, rb); + intel_draw_buffer(ctx, fb); +} + + +/** + * When glFramebufferTexture[123]D is called this function sets up the + * gl_renderbuffer wrapper around the texture image. + * This will have the region info needed for hardware rendering. + */ +static struct intel_renderbuffer * +intel_wrap_texture(GLcontext * ctx, struct gl_texture_image *texImage) +{ + const GLuint name = ~0; /* not significant, but distinct for debugging */ + struct intel_renderbuffer *irb; + + /* make an intel_renderbuffer to wrap the texture image */ + irb = CALLOC_STRUCT(intel_renderbuffer); + if (!irb) { + _mesa_error(ctx, GL_OUT_OF_MEMORY, "glFramebufferTexture"); + return NULL; + } + + _mesa_init_renderbuffer(&irb->Base, name); + irb->Base.ClassID = INTEL_RB_CLASS; + + if (texImage->TexFormat == &_mesa_texformat_argb8888) { + irb->Base._ActualFormat = GL_RGBA8; + irb->Base._BaseFormat = GL_RGBA; + DBG("Render to RGBA8 texture OK\n"); + } + else if (texImage->TexFormat == &_mesa_texformat_rgb565) { + irb->Base._ActualFormat = GL_RGB5; + irb->Base._BaseFormat = GL_RGB; + DBG("Render to RGB5 texture OK\n"); + } + else if (texImage->TexFormat == &_mesa_texformat_z16) { + irb->Base._ActualFormat = GL_DEPTH_COMPONENT16; + irb->Base._BaseFormat = GL_DEPTH_COMPONENT; + DBG("Render to DEPTH16 texture OK\n"); + } + else { + DBG("Render to texture BAD FORMAT %d\n", + texImage->TexFormat->MesaFormat); + _mesa_free(irb); + return NULL; + } + + irb->Base.InternalFormat = irb->Base._ActualFormat; + irb->Base.Width = texImage->Width; + irb->Base.Height = texImage->Height; + irb->Base.DataType = GL_UNSIGNED_BYTE; /* FBO XXX fix */ + irb->Base.RedBits = texImage->TexFormat->RedBits; + irb->Base.GreenBits = texImage->TexFormat->GreenBits; + irb->Base.BlueBits = texImage->TexFormat->BlueBits; + irb->Base.AlphaBits = texImage->TexFormat->AlphaBits; + irb->Base.DepthBits = texImage->TexFormat->DepthBits; + + irb->Base.Delete = intel_delete_renderbuffer; + irb->Base.AllocStorage = intel_nop_alloc_storage; + intel_set_span_functions(&irb->Base); + + irb->RenderToTexture = GL_TRUE; + + return irb; +} + + +/** + * 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; + } + } + + 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); +} + + +/** + * Called by Mesa when rendering to a texture is done. + */ +static void +intel_finish_render_texture(GLcontext * ctx, + struct gl_renderbuffer_attachment *att) +{ + struct intel_renderbuffer *irb = intel_renderbuffer(att->Renderbuffer); + + DBG("End render texture (tid %x) tex %u\n", _glthread_GetID(), att->Texture->Name); + + if (irb) { + /* just release the region */ + intel_region_release(&irb->region); + } + else if (att->Renderbuffer) { + /* software fallback */ + _mesa_finish_render_texture(ctx, att); + /* XXX FBO: Need to unmap the buffer (or in intelSpanRenderStart???) */ + } +} + + +/** + * Do one-time context initializations related to GL_EXT_framebuffer_object. + * Hook in device driver functions. + */ +void +intel_fbo_init(struct intel_context *intel) +{ + intel->ctx.Driver.NewFramebuffer = intel_new_framebuffer; + intel->ctx.Driver.NewRenderbuffer = intel_new_renderbuffer; + intel->ctx.Driver.BindFramebuffer = intel_bind_framebuffer; + intel->ctx.Driver.FramebufferRenderbuffer = intel_framebuffer_renderbuffer; + intel->ctx.Driver.RenderTexture = intel_render_texture; + intel->ctx.Driver.FinishRenderTexture = intel_finish_render_texture; + intel->ctx.Driver.ResizeBuffers = intel_resize_buffers; +} -- cgit v1.2.3