/************************************************************************** * * Copyright 2003 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 "intel_context.h" #include "intel_buffers.h" #include "intel_fbo.h" #include "main/framebuffer.h" /** * Return pointer to current color drawing region, or NULL. */ struct intel_region * intel_drawbuf_region(struct intel_context *intel) { struct intel_renderbuffer *irbColor = intel_renderbuffer(intel->ctx.DrawBuffer->_ColorDrawBuffers[0]); if (irbColor) return irbColor->region; else return NULL; } /** * Return pointer to current color reading region, or NULL. */ struct intel_region * intel_readbuf_region(struct intel_context *intel) { struct intel_renderbuffer *irb = intel_renderbuffer(intel->ctx.ReadBuffer->_ColorReadBuffer); if (irb) return irb->region; else return NULL; } /** * Check if we're about to draw into the front color buffer. * If so, set the intel->front_buffer_dirty field to true. */ void intel_check_front_buffer_rendering(struct intel_context *intel) { const struct gl_framebuffer *fb = intel->ctx.DrawBuffer; if (fb->Name == 0) { /* drawing to window system buffer */ if (fb->_NumColorDrawBuffers > 0) { if (fb->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT) { intel->front_buffer_dirty = GL_TRUE; } } } } /** * 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(struct gl_context * ctx, struct gl_framebuffer *fb) { struct intel_context *intel = intel_context(ctx); struct intel_region *colorRegions[MAX_DRAW_BUFFERS], *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) { /* 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; } /* How many color buffers are we drawing into? * * If there are zero buffers or the buffer is too big, don't configure any * regions for hardware drawing. We'll fallback to software below. Not * having regions set makes some of the software fallback paths faster. */ if ((fb->Width > ctx->Const.MaxRenderbufferSize) || (fb->Height > ctx->Const.MaxRenderbufferSize) || (fb->_NumColorDrawBuffers == 0)) { /* writing to 0 */ colorRegions[0] = NULL; } else if (fb->_NumColorDrawBuffers > 1) { int i; struct intel_renderbuffer *irb; for (i = 0; i < fb->_NumColorDrawBuffers; i++) { irb = intel_renderbuffer(fb->_ColorDrawBuffers[i]); colorRegions[i] = irb ? irb->region : NULL; } } else { /* Get the intel_renderbuffer for the single colorbuffer we're drawing * into. */ if (fb->Name == 0) { /* drawing to window system buffer */ if (fb->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT) colorRegions[0] = intel_get_rb_region(fb, BUFFER_FRONT_LEFT); else colorRegions[0] = intel_get_rb_region(fb, BUFFER_BACK_LEFT); } else { /* drawing to user-created FBO */ struct intel_renderbuffer *irb; irb = intel_renderbuffer(fb->_ColorDrawBuffers[0]); colorRegions[0] = (irb && irb->region) ? irb->region : NULL; } } if (!colorRegions[0]) { 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. ***/ if (fb->_StencilBuffer && fb->_StencilBuffer->Wrapped) { irbStencil = intel_renderbuffer(fb->_StencilBuffer->Wrapped); if (irbStencil && irbStencil->region) { ASSERT(irbStencil->Base.Format == MESA_FORMAT_S8_Z24); FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_FALSE); } 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); } /* If we have a (packed) stencil buffer attached but no depth buffer, * we still need to set up the shared depth/stencil state so we can use it. */ if (depthRegion == NULL && irbStencil && irbStencil->region) depthRegion = irbStencil->region; /* * Update depth and stencil test state */ if (ctx->Driver.Enable) { ctx->Driver.Enable(ctx, GL_DEPTH_TEST, (ctx->Depth.Test && fb->Visual.depthBits > 0)); ctx->Driver.Enable(ctx, GL_STENCIL_TEST, (ctx->Stencil.Enabled && fb->Visual.stencilBits > 0)); } else { /* Mesa's Stencil._Enabled field is updated when * _NEW_BUFFERS | _NEW_STENCIL, but i965 code assumes that the value * only changes with _NEW_STENCIL (which seems sensible). So flag it * here since this is the _NEW_BUFFERS path. */ intel->NewGLState |= (_NEW_DEPTH | _NEW_STENCIL); } intel->vtbl.set_draw_region(intel, colorRegions, depthRegion, fb->_NumColorDrawBuffers); intel->NewGLState |= _NEW_BUFFERS; /* update viewport since it depends on window size */ #ifdef I915 intelCalcViewport(ctx); #else intel->NewGLState |= _NEW_VIEWPORT; #endif /* Set state we know depends on drawable parameters: */ if (ctx->Driver.Scissor) ctx->Driver.Scissor(ctx, ctx->Scissor.X, ctx->Scissor.Y, ctx->Scissor.Width, ctx->Scissor.Height); intel->NewGLState |= _NEW_SCISSOR; if (ctx->Driver.DepthRange) ctx->Driver.DepthRange(ctx, ctx->Viewport.Near, ctx->Viewport.Far); /* Update culling direction which changes depending on the * orientation of the buffer: */ if (ctx->Driver.FrontFace) ctx->Driver.FrontFace(ctx, ctx->Polygon.FrontFace); else intel->NewGLState |= _NEW_POLYGON; } static void intelDrawBuffer(struct gl_context * ctx, GLenum mode) { if ((ctx->DrawBuffer != NULL) && (ctx->DrawBuffer->Name == 0)) { struct intel_context *const intel = intel_context(ctx); const GLboolean was_front_buffer_rendering = intel->is_front_buffer_rendering; intel->is_front_buffer_rendering = (mode == GL_FRONT_LEFT) || (mode == GL_FRONT); /* If we weren't front-buffer rendering before but we are now, * invalidate our DRI drawable so we'll ask for new buffers * (including the fake front) before we start rendering again. */ if (!was_front_buffer_rendering && intel->is_front_buffer_rendering) dri2InvalidateDrawable(intel->driContext->driDrawablePriv); } intel_draw_buffer(ctx, ctx->DrawBuffer); } static void intelReadBuffer(struct gl_context * ctx, GLenum mode) { if ((ctx->DrawBuffer != NULL) && (ctx->DrawBuffer->Name == 0)) { struct intel_context *const intel = intel_context(ctx); const GLboolean was_front_buffer_reading = intel->is_front_buffer_reading; intel->is_front_buffer_reading = (mode == GL_FRONT_LEFT) || (mode == GL_FRONT); /* If we weren't front-buffer reading before but we are now, * invalidate our DRI drawable so we'll ask for new buffers * (including the fake front) before we start reading again. */ if (!was_front_buffer_reading && intel->is_front_buffer_reading) dri2InvalidateDrawable(intel->driContext->driReadablePriv); } 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; }