/************************************************************************** * * 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 "main/imports.h" #include "main/mtypes.h" #include "main/fbobject.h" #include "main/framebuffer.h" #include "main/renderbuffer.h" #include "main/context.h" #include "main/texformat.h" #include "main/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, int attIndex) { if (attIndex >= 0) return intel_renderbuffer(fb->Attachment[attIndex].Renderbuffer); else return NULL; } 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 (irb->span_cache != NULL) _mesa_free(irb->span_cache); 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: rb->_ActualFormat = GL_RGB8; rb->DataType = GL_UNSIGNED_BYTE; rb->RedBits = 8; rb->GreenBits = 8; rb->BlueBits = 8; rb->AlphaBits = 0; cpp = 4; break; 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: #if 0 rb->_ActualFormat = GL_DEPTH_COMPONENT16; rb->DataType = GL_UNSIGNED_SHORT; rb->DepthBits = 16; cpp = 2; break; #else /* fall-through. * 16bpp depth renderbuffer can't be paired with a stencil buffer so * always used combined depth/stencil format. */ #endif 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, cpp, width, height, pitch); if (!irb->region) return GL_FALSE; /* out of memory? */ ASSERT(irb->region->buffer); rb->Width = width; rb->Height = height; 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; } void intel_renderbuffer_set_region(struct intel_renderbuffer *rb, struct intel_region *region) { struct intel_region *old; old = rb->region; rb->region = NULL; intel_region_reference(&rb->region, region); intel_region_release(&old); rb->pfPitch = region->pitch; } /** * Create a new intel_renderbuffer which corresponds to an on-screen window, * not a user-created renderbuffer. */ struct intel_renderbuffer * intel_create_renderbuffer(GLenum intFormat) { 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; 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; 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; 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; 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; 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; 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; 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 */ if (ctx->Driver.DepthRange != NULL) 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); } static GLboolean intel_update_wrapper(GLcontext *ctx, struct intel_renderbuffer *irb, struct gl_texture_image *texImage) { if (texImage->TexFormat == &_mesa_texformat_argb8888) { irb->Base._ActualFormat = GL_RGBA8; irb->Base._BaseFormat = GL_RGBA; irb->Base.DataType = GL_UNSIGNED_BYTE; DBG("Render to RGBA8 texture OK\n"); } else if (texImage->TexFormat == &_mesa_texformat_rgb565) { irb->Base._ActualFormat = GL_RGB5; irb->Base._BaseFormat = GL_RGB; irb->Base.DataType = GL_UNSIGNED_SHORT; 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; irb->Base.DataType = GL_UNSIGNED_SHORT; DBG("Render to DEPTH16 texture OK\n"); } else if (texImage->TexFormat == &_mesa_texformat_s8_z24) { irb->Base._ActualFormat = GL_DEPTH24_STENCIL8_EXT; irb->Base._BaseFormat = GL_DEPTH_STENCIL_EXT; irb->Base.DataType = GL_UNSIGNED_INT_24_8_EXT; DBG("Render to DEPTH_STENCIL texture OK\n"); } else { DBG("Render to texture BAD FORMAT %d\n", texImage->TexFormat->MesaFormat); return GL_FALSE; } irb->Base.InternalFormat = irb->Base._ActualFormat; irb->Base.Width = texImage->Width; irb->Base.Height = texImage->Height; 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; irb->RenderToTexture = GL_TRUE; return GL_TRUE; } /** * 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 (!intel_update_wrapper(ctx, irb, texImage)) { _mesa_free(irb); return NULL; } 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 (newImage->Border != 0) { /* Fallback on drawing to a texture with a border, which won't have a * miptree. */ _mesa_reference_renderbuffer(&att->Renderbuffer, NULL); _mesa_render_texture(ctx, fb, att); return; } else 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; } } if (!intel_update_wrapper(ctx, irb, newImage)) { _mesa_reference_renderbuffer(&att->Renderbuffer, NULL); _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; }