intel_buffers.c revision 62043b27575c378c027251316421e4699f461108
1/**************************************************************************
2 *
3 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28#include "intel_context.h"
29#include "intel_buffers.h"
30#include "intel_fbo.h"
31#include "intel_regions.h"
32#include "intel_batchbuffer.h"
33#include "main/framebuffer.h"
34#include "drirenderbuffer.h"
35
36
37/**
38 * XXX move this into a new dri/common/cliprects.c file.
39 */
40GLboolean
41intel_intersect_cliprects(drm_clip_rect_t * dst,
42                          const drm_clip_rect_t * a,
43                          const drm_clip_rect_t * b)
44{
45   GLint bx = b->x1;
46   GLint by = b->y1;
47   GLint bw = b->x2 - bx;
48   GLint bh = b->y2 - by;
49
50   if (bx < a->x1)
51      bw -= a->x1 - bx, bx = a->x1;
52   if (by < a->y1)
53      bh -= a->y1 - by, by = a->y1;
54   if (bx + bw > a->x2)
55      bw = a->x2 - bx;
56   if (by + bh > a->y2)
57      bh = a->y2 - by;
58   if (bw <= 0)
59      return GL_FALSE;
60   if (bh <= 0)
61      return GL_FALSE;
62
63   dst->x1 = bx;
64   dst->y1 = by;
65   dst->x2 = bx + bw;
66   dst->y2 = by + bh;
67
68   return GL_TRUE;
69}
70
71/**
72 * Return pointer to current color drawing region, or NULL.
73 */
74struct intel_region *
75intel_drawbuf_region(struct intel_context *intel)
76{
77   struct intel_renderbuffer *irbColor =
78      intel_renderbuffer(intel->ctx.DrawBuffer->_ColorDrawBuffers[0]);
79   if (irbColor)
80      return irbColor->region;
81   else
82      return NULL;
83}
84
85/**
86 * Return pointer to current color reading region, or NULL.
87 */
88struct intel_region *
89intel_readbuf_region(struct intel_context *intel)
90{
91   struct intel_renderbuffer *irb
92      = intel_renderbuffer(intel->ctx.ReadBuffer->_ColorReadBuffer);
93   if (irb)
94      return irb->region;
95   else
96      return NULL;
97}
98
99void
100intel_get_cliprects(struct intel_context *intel,
101		    struct drm_clip_rect **cliprects,
102		    unsigned int *num_cliprects,
103		    int *x_off, int *y_off)
104{
105   __DRIdrawablePrivate *dPriv = intel->driDrawable;
106
107   if (intel->constant_cliprect) {
108      /* FBO or DRI2 rendering, which can just use the fb's size. */
109      intel->fboRect.x1 = 0;
110      intel->fboRect.y1 = 0;
111      intel->fboRect.x2 = intel->ctx.DrawBuffer->Width;
112      intel->fboRect.y2 = intel->ctx.DrawBuffer->Height;
113
114      *cliprects = &intel->fboRect;
115      *num_cliprects = 1;
116      *x_off = 0;
117      *y_off = 0;
118   } else if (intel->front_cliprects || dPriv->numBackClipRects == 0) {
119      /* use the front clip rects */
120      *cliprects = dPriv->pClipRects;
121      *num_cliprects = dPriv->numClipRects;
122      *x_off = dPriv->x;
123      *y_off = dPriv->y;
124   }
125   else {
126      /* use the back clip rects */
127      *num_cliprects = dPriv->numBackClipRects;
128      *cliprects = dPriv->pBackClipRects;
129      *x_off = dPriv->backX;
130      *y_off = dPriv->backY;
131   }
132}
133
134
135/**
136 * Update the hardware state for drawing into a window or framebuffer object.
137 *
138 * Called by glDrawBuffer, glBindFramebufferEXT, MakeCurrent, and other
139 * places within the driver.
140 *
141 * Basically, this needs to be called any time the current framebuffer
142 * changes, the renderbuffers change, or we need to draw into different
143 * color buffers.
144 */
145void
146intel_draw_buffer(GLcontext * ctx, struct gl_framebuffer *fb)
147{
148   struct intel_context *intel = intel_context(ctx);
149   struct intel_region *colorRegions[MAX_DRAW_BUFFERS], *depthRegion = NULL;
150   struct intel_renderbuffer *irbDepth = NULL, *irbStencil = NULL;
151
152   if (!fb) {
153      /* this can happen during the initial context initialization */
154      return;
155   }
156
157   /* Do this here, not core Mesa, since this function is called from
158    * many places within the driver.
159    */
160   if (ctx->NewState & _NEW_BUFFERS) {
161      /* this updates the DrawBuffer->_NumColorDrawBuffers fields, etc */
162      _mesa_update_framebuffer(ctx);
163      /* this updates the DrawBuffer's Width/Height if it's a FBO */
164      _mesa_update_draw_buffer_bounds(ctx);
165   }
166
167   if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
168      /* this may occur when we're called by glBindFrameBuffer() during
169       * the process of someone setting up renderbuffers, etc.
170       */
171      /*_mesa_debug(ctx, "DrawBuffer: incomplete user FBO\n");*/
172      return;
173   }
174
175   /*
176    * How many color buffers are we drawing into?
177    */
178   if (fb->_NumColorDrawBuffers == 0) {
179      /* writing to 0  */
180      colorRegions[0] = NULL;
181      intel->constant_cliprect = GL_TRUE;
182   }
183   else if (fb->_NumColorDrawBuffers > 1) {
184       int i;
185       struct intel_renderbuffer *irb;
186
187       for (i = 0; i < fb->_NumColorDrawBuffers; i++) {
188           irb = intel_renderbuffer(fb->_ColorDrawBuffers[i]);
189           colorRegions[i] = irb ? irb->region : NULL;
190       }
191       intel->constant_cliprect = GL_TRUE;
192   }
193   else {
194      /* Get the intel_renderbuffer for the single colorbuffer we're drawing
195       * into, and set up cliprects if it's .
196       */
197      if (fb->Name == 0) {
198	 intel->constant_cliprect = intel->driScreen->dri2.enabled;
199	 /* drawing to window system buffer */
200	 if (fb->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT) {
201	    if (!intel->constant_cliprect && !intel->front_cliprects)
202	       intel_batchbuffer_flush(intel->batch);
203	    intel->front_cliprects = GL_TRUE;
204	    colorRegions[0] = intel_get_rb_region(fb, BUFFER_FRONT_LEFT);
205
206	    intel->front_buffer_dirty = GL_TRUE;
207	 }
208	 else {
209	    if (!intel->constant_cliprect && intel->front_cliprects)
210	       intel_batchbuffer_flush(intel->batch);
211	    intel->front_cliprects = GL_FALSE;
212	    colorRegions[0]= intel_get_rb_region(fb, BUFFER_BACK_LEFT);
213	 }
214      }
215      else {
216	 /* drawing to user-created FBO */
217	 struct intel_renderbuffer *irb;
218	 irb = intel_renderbuffer(fb->_ColorDrawBuffers[0]);
219	 colorRegions[0] = (irb && irb->region) ? irb->region : NULL;
220	 intel->constant_cliprect = GL_TRUE;
221      }
222   }
223
224   if (!colorRegions[0]) {
225      FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, GL_TRUE);
226   }
227   else {
228      FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, GL_FALSE);
229   }
230
231   /***
232    *** Get depth buffer region and check if we need a software fallback.
233    *** Note that the depth buffer is usually a DEPTH_STENCIL buffer.
234    ***/
235   if (fb->_DepthBuffer && fb->_DepthBuffer->Wrapped) {
236      irbDepth = intel_renderbuffer(fb->_DepthBuffer->Wrapped);
237      if (irbDepth && irbDepth->region) {
238         FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_FALSE);
239         depthRegion = irbDepth->region;
240      }
241      else {
242         FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_TRUE);
243         depthRegion = NULL;
244      }
245   }
246   else {
247      /* not using depth buffer */
248      FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_FALSE);
249      depthRegion = NULL;
250   }
251
252   /***
253    *** Stencil buffer
254    *** This can only be hardware accelerated if we're using a
255    *** combined DEPTH_STENCIL buffer.
256    ***/
257   if (fb->_StencilBuffer && fb->_StencilBuffer->Wrapped) {
258      irbStencil = intel_renderbuffer(fb->_StencilBuffer->Wrapped);
259      if (irbStencil && irbStencil->region) {
260         ASSERT(irbStencil->Base._ActualFormat == GL_DEPTH24_STENCIL8_EXT);
261         FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_FALSE);
262      }
263      else {
264         FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_TRUE);
265      }
266   }
267   else {
268      /* XXX FBO: instead of FALSE, pass ctx->Stencil._Enabled ??? */
269      FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_FALSE);
270   }
271
272   /*
273    * Update depth and stencil test state
274    */
275   if (ctx->Driver.Enable) {
276      ctx->Driver.Enable(ctx, GL_DEPTH_TEST,
277                         (ctx->Depth.Test && fb->Visual.depthBits > 0));
278      ctx->Driver.Enable(ctx, GL_STENCIL_TEST,
279                         (ctx->Stencil._Enabled && fb->Visual.stencilBits > 0));
280   }
281   else {
282      /* Mesa's Stencil._Enabled field is updated when
283       * _NEW_BUFFERS | _NEW_STENCIL, but i965 code assumes that the value
284       * only changes with _NEW_STENCIL (which seems sensible).  So flag it
285       * here since this is the _NEW_BUFFERS path.
286       */
287      ctx->NewState |= (_NEW_DEPTH | _NEW_STENCIL);
288   }
289
290   intel->vtbl.set_draw_region(intel, colorRegions, depthRegion,
291                               fb->_NumColorDrawBuffers);
292
293   /* update viewport since it depends on window size */
294#ifdef I915
295   intelCalcViewport(ctx);
296#else
297   ctx->NewState |= _NEW_VIEWPORT;
298#endif
299   /* Set state we know depends on drawable parameters:
300    */
301   if (ctx->Driver.Scissor)
302      ctx->Driver.Scissor(ctx, ctx->Scissor.X, ctx->Scissor.Y,
303			  ctx->Scissor.Width, ctx->Scissor.Height);
304   intel->NewGLState |= _NEW_SCISSOR;
305
306   if (ctx->Driver.DepthRange)
307      ctx->Driver.DepthRange(ctx,
308			     ctx->Viewport.Near,
309			     ctx->Viewport.Far);
310
311   /* Update culling direction which changes depending on the
312    * orientation of the buffer:
313    */
314   if (ctx->Driver.FrontFace)
315      ctx->Driver.FrontFace(ctx, ctx->Polygon.FrontFace);
316   else
317      ctx->NewState |= _NEW_POLYGON;
318}
319
320
321static void
322intelDrawBuffer(GLcontext * ctx, GLenum mode)
323{
324   if ((ctx->DrawBuffer != NULL) && (ctx->DrawBuffer->Name == 0)) {
325      struct intel_context *const intel = intel_context(ctx);
326      const GLboolean was_front_buffer_rendering =
327	intel->is_front_buffer_rendering;
328
329      intel->is_front_buffer_rendering = (mode == GL_FRONT_LEFT)
330	|| (mode == GL_FRONT);
331
332      /* If we weren't front-buffer rendering before but we are now, make sure
333       * that the front-buffer has actually been allocated.
334       */
335      if (!was_front_buffer_rendering && intel->is_front_buffer_rendering) {
336	 intel_update_renderbuffers(intel->driContext,
337				    intel->driContext->driDrawablePriv);
338      }
339   }
340
341   intel_draw_buffer(ctx, ctx->DrawBuffer);
342}
343
344
345static void
346intelReadBuffer(GLcontext * ctx, GLenum mode)
347{
348   if (ctx->ReadBuffer == ctx->DrawBuffer) {
349      /* This will update FBO completeness status.
350       * A framebuffer will be incomplete if the GL_READ_BUFFER setting
351       * refers to a missing renderbuffer.  Calling glReadBuffer can set
352       * that straight and can make the drawing buffer complete.
353       */
354      intel_draw_buffer(ctx, ctx->DrawBuffer);
355   }
356   /* Generally, functions which read pixels (glReadPixels, glCopyPixels, etc)
357    * reference ctx->ReadBuffer and do appropriate state checks.
358    */
359}
360
361
362void
363intelInitBufferFuncs(struct dd_function_table *functions)
364{
365   functions->DrawBuffer = intelDrawBuffer;
366   functions->ReadBuffer = intelReadBuffer;
367}
368