/************************************************************************** * * 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 "intel_regions.h" #include "intel_batchbuffer.h" #include "main/framebuffer.h" #include "drirenderbuffer.h" /** * XXX move this into a new dri/common/cliprects.c file. */ GLboolean intel_intersect_cliprects(drm_clip_rect_t * dst, const drm_clip_rect_t * a, const drm_clip_rect_t * b) { GLint bx = b->x1; GLint by = b->y1; GLint bw = b->x2 - bx; GLint bh = b->y2 - by; if (bx < a->x1) bw -= a->x1 - bx, bx = a->x1; if (by < a->y1) bh -= a->y1 - by, by = a->y1; if (bx + bw > a->x2) bw = a->x2 - bx; if (by + bh > a->y2) bh = a->y2 - by; if (bw <= 0) return GL_FALSE; if (bh <= 0) return GL_FALSE; dst->x1 = bx; dst->y1 = by; dst->x2 = bx + bw; dst->y2 = by + bh; return GL_TRUE; } /** * 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; } void intel_get_cliprects(struct intel_context *intel, struct drm_clip_rect **cliprects, unsigned int *num_cliprects, int *x_off, int *y_off) { __DRIdrawablePrivate *dPriv = intel->driDrawable; if (intel->constant_cliprect) { /* FBO or DRI2 rendering, which can just use the fb's size. */ intel->fboRect.x1 = 0; intel->fboRect.y1 = 0; intel->fboRect.x2 = intel->ctx.DrawBuffer->Width; intel->fboRect.y2 = intel->ctx.DrawBuffer->Height; *cliprects = &intel->fboRect; *num_cliprects = 1; *x_off = 0; *y_off = 0; } else if (intel->front_cliprects || dPriv->numBackClipRects == 0) { /* use the front clip rects */ *cliprects = dPriv->pClipRects; *num_cliprects = dPriv->numClipRects; *x_off = dPriv->x; *y_off = dPriv->y; } else { /* use the back clip rects */ *num_cliprects = dPriv->numBackClipRects; *cliprects = dPriv->pBackClipRects; *x_off = dPriv->backX; *y_off = dPriv->backY; } } /** * 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 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 (fb->_NumColorDrawBuffers == 0) { /* writing to 0 */ colorRegions[0] = NULL; intel->constant_cliprect = GL_TRUE; } 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; } intel->constant_cliprect = GL_TRUE; } else { /* Get the intel_renderbuffer for the single colorbuffer we're drawing * into, and set up cliprects if it's a DRI1 window front buffer. */ if (fb->Name == 0) { intel->constant_cliprect = intel->driScreen->dri2.enabled; /* drawing to window system buffer */ if (fb->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT) { if (!intel->constant_cliprect && !intel->front_cliprects) intel_batchbuffer_flush(intel->batch); intel->front_cliprects = GL_TRUE; colorRegions[0] = intel_get_rb_region(fb, BUFFER_FRONT_LEFT); intel->front_buffer_dirty = GL_TRUE; } else { if (!intel->constant_cliprect && intel->front_cliprects) intel_batchbuffer_flush(intel->batch); intel->front_cliprects = GL_FALSE; 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; intel->constant_cliprect = GL_TRUE; } } 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); } /* * 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. */ ctx->NewState |= (_NEW_DEPTH | _NEW_STENCIL); } intel->vtbl.set_draw_region(intel, colorRegions, depthRegion, fb->_NumColorDrawBuffers); /* update viewport since it depends on window size */ #ifdef I915 intelCalcViewport(ctx); #else ctx->NewState |= _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 ctx->NewState |= _NEW_POLYGON; } static void intelDrawBuffer(GLcontext * 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, make sure * that the front-buffer has actually been allocated. */ if (!was_front_buffer_rendering && intel->is_front_buffer_rendering) { intel_update_renderbuffers(intel->driContext, intel->driContext->driDrawablePriv); } } intel_draw_buffer(ctx, ctx->DrawBuffer); } static void intelReadBuffer(GLcontext * 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, make sure * that the front-buffer has actually been allocated. */ if (!was_front_buffer_reading && intel->is_front_buffer_reading) { intel_update_renderbuffers(intel->driContext, intel->driContext->driDrawablePriv); } } 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; }