blob: 75542a9775896f5a735ad9bad3f78448628c9414 [file] [log] [blame]
/**************************************************************************
*
* 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_screen.h"
#include "intel_context.h"
#include "intel_blit.h"
#include "intel_buffers.h"
#include "intel_chipset.h"
#include "intel_depthstencil.h"
#include "intel_fbo.h"
#include "intel_regions.h"
#include "intel_batchbuffer.h"
#include "intel_reg.h"
#include "context.h"
#include "utils.h"
#include "drirenderbuffer.h"
#include "framebuffer.h"
#include "swrast/swrast.h"
#include "vblank.h"
#include "i915_drm.h"
/* This block can be removed when libdrm >= 2.3.1 is required */
#ifndef DRM_IOCTL_I915_FLIP
#define DRM_VBLANK_FLIP 0x8000000
typedef struct drm_i915_flip {
int pipes;
} drm_i915_flip_t;
#undef DRM_IOCTL_I915_FLIP
#define DRM_IOCTL_I915_FLIP DRM_IOW(DRM_COMMAND_BASE + DRM_I915_FLIP, \
drm_i915_flip_t)
#endif
#define FILE_DEBUG_FLAG DEBUG_BLIT
/**
* 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;
}
/**
* Update the following fields for rendering to a user-created FBO:
* intel->numClipRects
* intel->pClipRects
* intel->drawX
* intel->drawY
*/
static void
intelSetRenderbufferClipRects(struct intel_context *intel)
{
assert(intel->ctx.DrawBuffer->Width > 0);
assert(intel->ctx.DrawBuffer->Height > 0);
intel->fboRect.x1 = 0;
intel->fboRect.y1 = 0;
intel->fboRect.x2 = intel->ctx.DrawBuffer->Width;
intel->fboRect.y2 = intel->ctx.DrawBuffer->Height;
intel->numClipRects = 1;
intel->pClipRects = &intel->fboRect;
intel->drawX = 0;
intel->drawY = 0;
}
/**
* As above, but for rendering to front buffer of a window.
* \sa intelSetRenderbufferClipRects
*/
static void
intelSetFrontClipRects(struct intel_context *intel)
{
__DRIdrawablePrivate *dPriv = intel->driDrawable;
if (!dPriv)
return;
intel->numClipRects = dPriv->numClipRects;
intel->pClipRects = dPriv->pClipRects;
intel->drawX = dPriv->x;
intel->drawY = dPriv->y;
}
/**
* As above, but for rendering to back buffer of a window.
*/
static void
intelSetBackClipRects(struct intel_context *intel)
{
__DRIdrawablePrivate *dPriv = intel->driDrawable;
struct intel_framebuffer *intel_fb;
if (!dPriv)
return;
intel_fb = dPriv->driverPrivate;
if (intel_fb->pf_active || dPriv->numBackClipRects == 0) {
/* use the front clip rects */
intel->numClipRects = dPriv->numClipRects;
intel->pClipRects = dPriv->pClipRects;
intel->drawX = dPriv->x;
intel->drawY = dPriv->y;
}
else {
/* use the back clip rects */
intel->numClipRects = dPriv->numBackClipRects;
intel->pClipRects = dPriv->pBackClipRects;
intel->drawX = dPriv->backX;
intel->drawY = dPriv->backY;
}
}
static void
intelUpdatePageFlipping(struct intel_context *intel,
GLint areaA, GLint areaB)
{
__DRIdrawablePrivate *dPriv = intel->driDrawable;
struct intel_framebuffer *intel_fb = dPriv->driverPrivate;
GLboolean pf_active;
GLint pf_planes;
/* Update page flipping info */
pf_planes = 0;
if (areaA > 0)
pf_planes |= 1;
if (areaB > 0)
pf_planes |= 2;
intel_fb->pf_current_page = (intel->sarea->pf_current_page >>
(intel_fb->pf_planes & 0x2)) & 0x3;
intel_fb->pf_num_pages = intel->intelScreen->third.handle ? 3 : 2;
pf_active = pf_planes && (pf_planes & intel->sarea->pf_active) == pf_planes;
if (INTEL_DEBUG & DEBUG_LOCK)
if (pf_active != intel_fb->pf_active)
_mesa_printf("%s - Page flipping %sactive\n", __progname,
pf_active ? "" : "in");
if (pf_active) {
/* Sync pages between planes if flipping on both at the same time */
if (pf_planes == 0x3 && pf_planes != intel_fb->pf_planes &&
(intel->sarea->pf_current_page & 0x3) !=
(((intel->sarea->pf_current_page) >> 2) & 0x3)) {
drm_i915_flip_t flip;
if (intel_fb->pf_current_page ==
(intel->sarea->pf_current_page & 0x3)) {
/* XXX: This is ugly, but emitting two flips 'in a row' can cause
* lockups for unknown reasons.
*/
intel->sarea->pf_current_page =
intel->sarea->pf_current_page & 0x3;
intel->sarea->pf_current_page |=
((intel_fb->pf_current_page + intel_fb->pf_num_pages - 1) %
intel_fb->pf_num_pages) << 2;
flip.pipes = 0x2;
} else {
intel->sarea->pf_current_page =
intel->sarea->pf_current_page & (0x3 << 2);
intel->sarea->pf_current_page |=
(intel_fb->pf_current_page + intel_fb->pf_num_pages - 1) %
intel_fb->pf_num_pages;
flip.pipes = 0x1;
}
drmCommandWrite(intel->driFd, DRM_I915_FLIP, &flip, sizeof(flip));
}
intel_fb->pf_planes = pf_planes;
}
intel_fb->pf_active = pf_active;
intel_flip_renderbuffers(intel_fb);
intel_draw_buffer(&intel->ctx, intel->ctx.DrawBuffer);
}
/**
* This will be called whenever the currently bound window is moved/resized.
* XXX: actually, it seems to NOT be called when the window is only moved (BP).
*/
void
intelWindowMoved(struct intel_context *intel)
{
GLcontext *ctx = &intel->ctx;
__DRIdrawablePrivate *dPriv = intel->driDrawable;
struct intel_framebuffer *intel_fb = dPriv->driverPrivate;
if (!intel->ctx.DrawBuffer) {
/* when would this happen? -BP */
intelSetFrontClipRects(intel);
}
else if (intel->ctx.DrawBuffer->Name != 0) {
/* drawing to user-created FBO - do nothing */
/* Cliprects would be set from intelDrawBuffer() */
}
else {
/* drawing to a window */
switch (intel_fb->Base._ColorDrawBufferIndexes[0]) {
case BUFFER_FRONT_LEFT:
intelSetFrontClipRects(intel);
break;
case BUFFER_BACK_LEFT:
intelSetBackClipRects(intel);
break;
default:
intelSetFrontClipRects(intel);
}
}
if (!intel->intelScreen->driScrnPriv->dri2.enabled &&
intel->intelScreen->driScrnPriv->ddx_version.minor >= 7) {
volatile struct drm_i915_sarea *sarea = intel->sarea;
drm_clip_rect_t drw_rect = { .x1 = dPriv->x, .x2 = dPriv->x + dPriv->w,
.y1 = dPriv->y, .y2 = dPriv->y + dPriv->h };
drm_clip_rect_t planeA_rect = { .x1 = sarea->planeA_x, .y1 = sarea->planeA_y,
.x2 = sarea->planeA_x + sarea->planeA_w,
.y2 = sarea->planeA_y + sarea->planeA_h };
drm_clip_rect_t planeB_rect = { .x1 = sarea->planeB_x, .y1 = sarea->planeB_y,
.x2 = sarea->planeB_x + sarea->planeB_w,
.y2 = sarea->planeB_y + sarea->planeB_h };
GLint areaA = driIntersectArea( drw_rect, planeA_rect );
GLint areaB = driIntersectArea( drw_rect, planeB_rect );
GLuint flags = dPriv->vblFlags;
intelUpdatePageFlipping(intel, areaA, areaB);
/* Update vblank info
*/
if (areaB > areaA || (areaA == areaB && areaB > 0)) {
flags = dPriv->vblFlags | VBLANK_FLAG_SECONDARY;
} else {
flags = dPriv->vblFlags & ~VBLANK_FLAG_SECONDARY;
}
/* Check to see if we changed pipes */
if (flags != dPriv->vblFlags && dPriv->vblFlags &&
!(dPriv->vblFlags & VBLANK_FLAG_NO_IRQ)) {
int64_t count;
drmVBlank vbl;
int i;
/*
* Deal with page flipping
*/
vbl.request.type = DRM_VBLANK_ABSOLUTE;
if ( dPriv->vblFlags & VBLANK_FLAG_SECONDARY ) {
vbl.request.type |= DRM_VBLANK_SECONDARY;
}
for (i = 0; i < intel_fb->pf_num_pages; i++) {
if (!intel_fb->color_rb[i] ||
(intel_fb->vbl_waited - intel_fb->color_rb[i]->vbl_pending) <=
(1<<23))
continue;
vbl.request.sequence = intel_fb->color_rb[i]->vbl_pending;
drmWaitVBlank(intel->driFd, &vbl);
}
/*
* Update msc_base from old pipe
*/
driDrawableGetMSC32(dPriv->driScreenPriv, dPriv, &count);
dPriv->msc_base = count;
/*
* Then get new vblank_base and vblSeq values
*/
dPriv->vblFlags = flags;
driGetCurrentVBlank(dPriv);
dPriv->vblank_base = dPriv->vblSeq;
intel_fb->vbl_waited = dPriv->vblSeq;
for (i = 0; i < intel_fb->pf_num_pages; i++) {
if (intel_fb->color_rb[i])
intel_fb->color_rb[i]->vbl_pending = intel_fb->vbl_waited;
}
}
} else {
dPriv->vblFlags &= ~VBLANK_FLAG_SECONDARY;
}
/* Update Mesa's notion of window size */
driUpdateFramebufferSize(ctx, dPriv);
intel_fb->Base.Initialized = GL_TRUE; /* XXX remove someday */
/* Update hardware scissor */
if (ctx->Driver.Scissor != NULL) {
ctx->Driver.Scissor(ctx, ctx->Scissor.X, ctx->Scissor.Y,
ctx->Scissor.Width, ctx->Scissor.Height);
}
/* Re-calculate viewport related state */
if (ctx->Driver.DepthRange != NULL)
ctx->Driver.DepthRange( ctx, ctx->Viewport.Near, ctx->Viewport.Far );
}
/* A true meta version of this would be very simple and additionally
* machine independent. Maybe we'll get there one day.
*/
static void
intelClearWithTris(struct intel_context *intel, GLbitfield mask)
{
GLcontext *ctx = &intel->ctx;
struct gl_framebuffer *fb = ctx->DrawBuffer;
GLuint buf;
intel->vtbl.install_meta_state(intel);
/* Back and stencil cliprects are the same. Try and do both
* buffers at once:
*/
if (mask & (BUFFER_BIT_BACK_LEFT | BUFFER_BIT_STENCIL | BUFFER_BIT_DEPTH)) {
struct intel_region *backRegion =
intel_get_rb_region(fb, BUFFER_BACK_LEFT);
struct intel_region *depthRegion =
intel_get_rb_region(fb, BUFFER_DEPTH);
intel->vtbl.meta_draw_region(intel, backRegion, depthRegion);
if (mask & BUFFER_BIT_BACK_LEFT)
intel->vtbl.meta_color_mask(intel, GL_TRUE);
else
intel->vtbl.meta_color_mask(intel, GL_FALSE);
if (mask & BUFFER_BIT_STENCIL)
intel->vtbl.meta_stencil_replace(intel,
intel->ctx.Stencil.WriteMask[0],
intel->ctx.Stencil.Clear);
else
intel->vtbl.meta_no_stencil_write(intel);
if (mask & BUFFER_BIT_DEPTH)
intel->vtbl.meta_depth_replace(intel);
else
intel->vtbl.meta_no_depth_write(intel);
intel->vtbl.meta_draw_quad(intel,
fb->_Xmin,
fb->_Xmax,
fb->_Ymin,
fb->_Ymax,
intel->ctx.Depth.Clear,
intel->ClearColor8888,
0, 0, 0, 0); /* texcoords */
mask &= ~(BUFFER_BIT_BACK_LEFT | BUFFER_BIT_STENCIL | BUFFER_BIT_DEPTH);
}
/* clear the remaining (color) renderbuffers */
for (buf = 0; buf < BUFFER_COUNT && mask; buf++) {
const GLuint bufBit = 1 << buf;
if (mask & bufBit) {
struct intel_renderbuffer *irbColor =
intel_renderbuffer(fb->Attachment[buf].Renderbuffer);
ASSERT(irbColor);
intel->vtbl.meta_no_depth_write(intel);
intel->vtbl.meta_no_stencil_write(intel);
intel->vtbl.meta_color_mask(intel, GL_TRUE);
intel->vtbl.meta_draw_region(intel, irbColor->region, NULL);
intel->vtbl.meta_draw_quad(intel,
fb->_Xmin,
fb->_Xmax,
fb->_Ymin,
fb->_Ymax,
0, intel->ClearColor8888,
0, 0, 0, 0); /* texcoords */
mask &= ~bufBit;
}
}
intel->vtbl.leave_meta_state(intel);
}
static const char *buffer_names[] = {
[BUFFER_FRONT_LEFT] = "front",
[BUFFER_BACK_LEFT] = "back",
[BUFFER_FRONT_RIGHT] = "front right",
[BUFFER_BACK_RIGHT] = "back right",
[BUFFER_AUX0] = "aux0",
[BUFFER_AUX1] = "aux1",
[BUFFER_AUX2] = "aux2",
[BUFFER_AUX3] = "aux3",
[BUFFER_DEPTH] = "depth",
[BUFFER_STENCIL] = "stencil",
[BUFFER_ACCUM] = "accum",
[BUFFER_COLOR0] = "color0",
[BUFFER_COLOR1] = "color1",
[BUFFER_COLOR2] = "color2",
[BUFFER_COLOR3] = "color3",
[BUFFER_COLOR4] = "color4",
[BUFFER_COLOR5] = "color5",
[BUFFER_COLOR6] = "color6",
[BUFFER_COLOR7] = "color7",
};
/**
* Called by ctx->Driver.Clear.
*/
static void
intelClear(GLcontext *ctx, GLbitfield mask)
{
struct intel_context *intel = intel_context(ctx);
const GLuint colorMask = *((GLuint *) & ctx->Color.ColorMask);
GLbitfield tri_mask = 0;
GLbitfield blit_mask = 0;
GLbitfield swrast_mask = 0;
struct gl_framebuffer *fb = ctx->DrawBuffer;
GLuint i;
if (0)
fprintf(stderr, "%s\n", __FUNCTION__);
/* HW color buffers (front, back, aux, generic FBO, etc) */
if (colorMask == ~0) {
/* clear all R,G,B,A */
/* XXX FBO: need to check if colorbuffers are software RBOs! */
blit_mask |= (mask & BUFFER_BITS_COLOR);
}
else {
/* glColorMask in effect */
tri_mask |= (mask & BUFFER_BITS_COLOR);
}
/* HW stencil */
if (mask & BUFFER_BIT_STENCIL) {
const struct intel_region *stencilRegion
= intel_get_rb_region(fb, BUFFER_STENCIL);
if (stencilRegion) {
/* have hw stencil */
if (IS_965(intel->intelScreen->deviceID) ||
(ctx->Stencil.WriteMask[0] & 0xff) != 0xff) {
/* We have to use the 3D engine if we're clearing a partial mask
* of the stencil buffer, or if we're on a 965 which has a tiled
* depth/stencil buffer in a layout we can't blit to.
*/
tri_mask |= BUFFER_BIT_STENCIL;
}
else {
/* clearing all stencil bits, use blitting */
blit_mask |= BUFFER_BIT_STENCIL;
}
}
}
/* HW depth */
if (mask & BUFFER_BIT_DEPTH) {
/* clear depth with whatever method is used for stencil (see above) */
if (IS_965(intel->intelScreen->deviceID) ||
tri_mask & BUFFER_BIT_STENCIL)
tri_mask |= BUFFER_BIT_DEPTH;
else
blit_mask |= BUFFER_BIT_DEPTH;
}
/* SW fallback clearing */
swrast_mask = mask & ~tri_mask & ~blit_mask;
for (i = 0; i < BUFFER_COUNT; i++) {
GLuint bufBit = 1 << i;
if ((blit_mask | tri_mask) & bufBit) {
if (!fb->Attachment[i].Renderbuffer->ClassID) {
blit_mask &= ~bufBit;
tri_mask &= ~bufBit;
swrast_mask |= bufBit;
}
}
}
if (blit_mask) {
if (INTEL_DEBUG & DEBUG_BLIT) {
DBG("blit clear:");
for (i = 0; i < BUFFER_COUNT; i++) {
if (blit_mask & (1 << i))
DBG(" %s", buffer_names[i]);
}
DBG("\n");
}
intelClearWithBlit(ctx, blit_mask);
}
if (tri_mask) {
if (INTEL_DEBUG & DEBUG_BLIT) {
DBG("tri clear:");
for (i = 0; i < BUFFER_COUNT; i++) {
if (tri_mask & (1 << i))
DBG(" %s", buffer_names[i]);
}
DBG("\n");
}
intelClearWithTris(intel, tri_mask);
}
if (swrast_mask) {
if (INTEL_DEBUG & DEBUG_BLIT) {
DBG("swrast clear:");
for (i = 0; i < BUFFER_COUNT; i++) {
if (swrast_mask & (1 << i))
DBG(" %s", buffer_names[i]);
}
DBG("\n");
}
_swrast_Clear(ctx, swrast_mask);
}
}
/* Emit wait for pending flips */
void
intel_wait_flips(struct intel_context *intel)
{
struct intel_framebuffer *intel_fb =
(struct intel_framebuffer *) intel->ctx.DrawBuffer;
struct intel_renderbuffer *intel_rb =
intel_get_renderbuffer(&intel_fb->Base,
intel_fb->Base._ColorDrawBufferIndexes[0] ==
BUFFER_FRONT_LEFT ? BUFFER_FRONT_LEFT :
BUFFER_BACK_LEFT);
if (intel_fb->Base.Name == 0 && intel_rb &&
intel_rb->pf_pending == intel_fb->pf_seq) {
GLint pf_planes = intel_fb->pf_planes;
BATCH_LOCALS;
/* Wait for pending flips to take effect */
BEGIN_BATCH(2, NO_LOOP_CLIPRECTS);
OUT_BATCH(pf_planes & 0x1 ? (MI_WAIT_FOR_EVENT | MI_WAIT_FOR_PLANE_A_FLIP)
: 0);
OUT_BATCH(pf_planes & 0x2 ? (MI_WAIT_FOR_EVENT | MI_WAIT_FOR_PLANE_B_FLIP)
: 0);
ADVANCE_BATCH();
intel_rb->pf_pending--;
}
}
/* Flip the front & back buffers
*/
static GLboolean
intelPageFlip(const __DRIdrawablePrivate * dPriv)
{
struct intel_context *intel;
int ret;
struct intel_framebuffer *intel_fb = dPriv->driverPrivate;
if (INTEL_DEBUG & DEBUG_IOCTL)
fprintf(stderr, "%s\n", __FUNCTION__);
assert(dPriv);
assert(dPriv->driContextPriv);
assert(dPriv->driContextPriv->driverPrivate);
intel = (struct intel_context *) dPriv->driContextPriv->driverPrivate;
if (intel->intelScreen->drmMinor < 9)
return GL_FALSE;
intelFlush(&intel->ctx);
ret = 0;
LOCK_HARDWARE(intel);
if (dPriv->numClipRects && intel_fb->pf_active) {
drm_i915_flip_t flip;
flip.pipes = intel_fb->pf_planes;
ret = drmCommandWrite(intel->driFd, DRM_I915_FLIP, &flip, sizeof(flip));
}
UNLOCK_HARDWARE(intel);
if (ret || !intel_fb->pf_active)
return GL_FALSE;
if (!dPriv->numClipRects) {
usleep(10000); /* throttle invisible client 10ms */
}
intel_fb->pf_current_page = (intel->sarea->pf_current_page >>
(intel_fb->pf_planes & 0x2)) & 0x3;
if (dPriv->numClipRects != 0) {
intel_get_renderbuffer(&intel_fb->Base, BUFFER_FRONT_LEFT)->pf_pending =
intel_get_renderbuffer(&intel_fb->Base, BUFFER_BACK_LEFT)->pf_pending =
++intel_fb->pf_seq;
}
intel_flip_renderbuffers(intel_fb);
intel_draw_buffer(&intel->ctx, &intel_fb->Base);
return GL_TRUE;
}
static GLboolean
intelScheduleSwap(__DRIdrawablePrivate * dPriv, GLboolean *missed_target)
{
struct intel_framebuffer *intel_fb = dPriv->driverPrivate;
unsigned int interval;
struct intel_context *intel =
intelScreenContext(dPriv->driScreenPriv->private);
const intelScreenPrivate *intelScreen = intel->intelScreen;
unsigned int target;
drm_i915_vblank_swap_t swap;
GLboolean ret;
if (!dPriv->vblFlags ||
(dPriv->vblFlags & VBLANK_FLAG_NO_IRQ) ||
intelScreen->drmMinor < (intel_fb->pf_active ? 9 : 6))
return GL_FALSE;
interval = driGetVBlankInterval(dPriv);
swap.seqtype = DRM_VBLANK_ABSOLUTE;
if (dPriv->vblFlags & VBLANK_FLAG_SYNC) {
swap.seqtype |= DRM_VBLANK_NEXTONMISS;
} else if (interval == 0)
return GL_FALSE;
swap.drawable = dPriv->hHWDrawable;
target = swap.sequence = dPriv->vblSeq + interval;
if ( dPriv->vblFlags & VBLANK_FLAG_SECONDARY ) {
swap.seqtype |= DRM_VBLANK_SECONDARY;
}
LOCK_HARDWARE(intel);
intel_batchbuffer_flush(intel->batch);
if ( intel_fb->pf_active ) {
swap.seqtype |= DRM_VBLANK_FLIP;
intel_fb->pf_current_page = (((intel->sarea->pf_current_page >>
(intel_fb->pf_planes & 0x2)) & 0x3) + 1) %
intel_fb->pf_num_pages;
}
if (!drmCommandWriteRead(intel->driFd, DRM_I915_VBLANK_SWAP, &swap,
sizeof(swap))) {
dPriv->vblSeq = swap.sequence;
swap.sequence -= target;
*missed_target = swap.sequence > 0 && swap.sequence <= (1 << 23);
intel_get_renderbuffer(&intel_fb->Base, BUFFER_BACK_LEFT)->vbl_pending =
intel_get_renderbuffer(&intel_fb->Base,
BUFFER_FRONT_LEFT)->vbl_pending =
dPriv->vblSeq;
if (swap.seqtype & DRM_VBLANK_FLIP) {
intel_flip_renderbuffers(intel_fb);
intel_draw_buffer(&intel->ctx, intel->ctx.DrawBuffer);
}
ret = GL_TRUE;
} else {
if (swap.seqtype & DRM_VBLANK_FLIP) {
intel_fb->pf_current_page = ((intel->sarea->pf_current_page >>
(intel_fb->pf_planes & 0x2)) & 0x3) %
intel_fb->pf_num_pages;
}
ret = GL_FALSE;
}
UNLOCK_HARDWARE(intel);
return ret;
}
void
intelSwapBuffers(__DRIdrawablePrivate * dPriv)
{
__DRIscreenPrivate *psp = dPriv->driScreenPriv;
if (dPriv->driContextPriv && dPriv->driContextPriv->driverPrivate) {
GET_CURRENT_CONTEXT(ctx);
struct intel_context *intel;
if (ctx == NULL)
return;
intel = intel_context(ctx);
if (ctx->Visual.doubleBufferMode) {
GLboolean missed_target;
struct intel_framebuffer *intel_fb = dPriv->driverPrivate;
int64_t ust;
_mesa_notifySwapBuffers(ctx); /* flush pending rendering comands */
if (!intelScheduleSwap(dPriv, &missed_target)) {
driWaitForVBlank(dPriv, &missed_target);
/*
* Update each buffer's vbl_pending so we don't get too out of
* sync
*/
intel_get_renderbuffer(&intel_fb->Base,
BUFFER_BACK_LEFT)->vbl_pending =
intel_get_renderbuffer(&intel_fb->Base,
BUFFER_FRONT_LEFT)->vbl_pending =
dPriv->vblSeq;
if (!intelPageFlip(dPriv)) {
intelCopyBuffer(dPriv, NULL);
}
}
intel_fb->swap_count++;
(*psp->systemTime->getUST) (&ust);
if (missed_target) {
intel_fb->swap_missed_count++;
intel_fb->swap_missed_ust = ust - intel_fb->swap_ust;
}
intel_fb->swap_ust = ust;
}
}
else {
/* XXX this shouldn't be an error but we can't handle it for now */
fprintf(stderr, "%s: drawable has no context!\n", __FUNCTION__);
}
}
void
intelCopySubBuffer(__DRIdrawablePrivate * dPriv, int x, int y, int w, int h)
{
if (dPriv->driContextPriv && dPriv->driContextPriv->driverPrivate) {
struct intel_context *intel =
(struct intel_context *) dPriv->driContextPriv->driverPrivate;
GLcontext *ctx = &intel->ctx;
if (ctx->Visual.doubleBufferMode) {
drm_clip_rect_t rect;
rect.x1 = x + dPriv->x;
rect.y1 = (dPriv->h - y - h) + dPriv->y;
rect.x2 = rect.x1 + w;
rect.y2 = rect.y1 + h;
_mesa_notifySwapBuffers(ctx); /* flush pending rendering comands */
intelCopyBuffer(dPriv, &rect);
}
}
else {
/* XXX this shouldn't be an error but we can't handle it for now */
fprintf(stderr, "%s: drawable has no context!\n", __FUNCTION__);
}
}
/**
* 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;
int front = 0; /* drawing to front color buffer? */
if (!fb) {
/* this can happen during the initial context initialization */
return;
}
/* Do this here, note core Mesa, since this function is called from
* many places within the driver.
*/
if (ctx->NewState & (_NEW_BUFFERS | _NEW_COLOR | _NEW_PIXEL)) {
/* 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;
}
if (fb->Name)
intel_validate_paired_depth_stencil(ctx, fb);
/* If the batch contents require looping over cliprects, flush them before
* we go changing which cliprects get referenced when that happens.
*/
if (intel->batch->cliprect_mode == LOOP_CLIPRECTS)
intel_batchbuffer_flush(intel->batch);
/*
* How many color buffers are we drawing into?
*/
if (fb->_NumColorDrawBuffers == 0) {
/* writing to 0 */
FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, GL_TRUE);
colorRegions[0] = NULL;
if (fb->Name != 0)
intelSetRenderbufferClipRects(intel);
} else if (fb->_NumColorDrawBuffers > 1) {
int i;
struct intel_renderbuffer *irb;
FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, GL_FALSE);
if (fb->Name != 0)
intelSetRenderbufferClipRects(intel);
for (i = 0; i < fb->_NumColorDrawBuffers; i++) {
irb = intel_renderbuffer(fb->_ColorDrawBuffers[i]);
colorRegions[i] = (irb && irb->region) ? irb->region : NULL;
}
}
else {
/* draw to exactly one color buffer */
/*_mesa_debug(ctx, "Hardware rendering\n");*/
FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, GL_FALSE);
if (fb->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT) {
front = 1;
}
/*
* Get the intel_renderbuffer for the colorbuffer we're drawing into.
* And set up cliprects.
*/
if (fb->Name == 0) {
/* drawing to window system buffer */
if (front) {
intelSetFrontClipRects(intel);
colorRegions[0] = intel_get_rb_region(fb, BUFFER_FRONT_LEFT);
}
else {
intelSetBackClipRects(intel);
colorRegions[0]= intel_get_rb_region(fb, BUFFER_BACK_LEFT);
}
}
else {
/* drawing to user-created FBO */
struct intel_renderbuffer *irb;
intelSetRenderbufferClipRects(intel);
irb = intel_renderbuffer(fb->_ColorDrawBuffers[0]);
colorRegions[0] = (irb && irb->region) ? irb->region : NULL;
}
}
/* 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;
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 (for now anyway).
***/
if (fb->_StencilBuffer && fb->_StencilBuffer->Wrapped) {
irbStencil = intel_renderbuffer(fb->_StencilBuffer->Wrapped);
if (irbStencil && irbStencil->region) {
ASSERT(irbStencil->Base._ActualFormat == GL_DEPTH24_STENCIL8_EXT);
FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_FALSE);
/* need to re-compute stencil hw state */
if (ctx->Driver.Enable != NULL)
ctx->Driver.Enable(ctx, GL_STENCIL_TEST, ctx->Stencil.Enabled);
else
ctx->NewState |= _NEW_STENCIL;
if (!depthRegion)
depthRegion = irbStencil->region;
}
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);
/* need to re-compute stencil hw state */
if (ctx->Driver.Enable != NULL)
ctx->Driver.Enable(ctx, GL_STENCIL_TEST, ctx->Stencil.Enabled);
else
ctx->NewState |= _NEW_STENCIL;
}
/*
* Update depth test state
*/
if (ctx->Driver.Enable) {
if (ctx->Depth.Test && fb->Visual.depthBits > 0) {
ctx->Driver.Enable(ctx, GL_DEPTH_TEST, GL_TRUE);
} else {
ctx->Driver.Enable(ctx, GL_DEPTH_TEST, GL_FALSE);
}
} else {
ctx->NewState |= _NEW_DEPTH;
}
intel->vtbl.set_draw_region(intel, colorRegions, depthRegion,
fb->_NumColorDrawBuffers);
/* update viewport since it depends on window size */
if (ctx->Driver.Viewport) {
ctx->Driver.Viewport(ctx, ctx->Viewport.X, ctx->Viewport.Y,
ctx->Viewport.Width, ctx->Viewport.Height);
} else {
ctx->NewState |= _NEW_VIEWPORT;
}
/* 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);
}
static void
intelDrawBuffer(GLcontext * ctx, GLenum mode)
{
intel_draw_buffer(ctx, ctx->DrawBuffer);
}
static void
intelReadBuffer(GLcontext * ctx, GLenum mode)
{
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->Clear = intelClear;
functions->DrawBuffer = intelDrawBuffer;
functions->ReadBuffer = intelReadBuffer;
}