Mesa (master): intel: Do the drawable x/y offset in intel_renderbuffer_map( ) for spans.

Eric Anholt anholt at kemper.freedesktop.org
Mon Jun 13 15:57:12 PDT 2011


Module: Mesa
Branch: master
Commit: ef0d548838c3da476596ee4dc983cc02b4f67b7b
URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=ef0d548838c3da476596ee4dc983cc02b4f67b7b

Author: Eric Anholt <eric at anholt.net>
Date:   Tue May 31 15:38:17 2011 -0700

intel: Do the drawable x/y offset in intel_renderbuffer_map() for spans.

We were mapping the renderbuffer once, then walking over all the
buffers to map just the texture ones using the other texture mapping
function that handled the x/y offset to the image in the region.  But
then we would go and overwrite *those* mappings with the original
mappings for depth/stencil, which was wrong.

Instead, just walk over the attachments once and map the attachments.
Wasn't that easy?

---

 src/mesa/drivers/dri/intel/intel_span.c |   91 +++++++++----------------------
 1 files changed, 27 insertions(+), 64 deletions(-)

diff --git a/src/mesa/drivers/dri/intel/intel_span.c b/src/mesa/drivers/dri/intel/intel_span.c
index aa83b3c..9343f40 100644
--- a/src/mesa/drivers/dri/intel/intel_span.c
+++ b/src/mesa/drivers/dri/intel/intel_span.c
@@ -185,10 +185,16 @@ intel_renderbuffer_map(struct intel_context *intel, struct gl_renderbuffer *rb)
    rb->Data = irb->region->buffer->virtual;
    rb->RowStride = irb->region->pitch;
 
-   /* Flip orientation if it's the window system buffer */
    if (!rb->Name) {
+      /* Flip orientation of the window system buffer */
       rb->Data += rb->RowStride * (irb->region->height - 1) * irb->region->cpp;
       rb->RowStride = -rb->RowStride;
+   } else {
+      /* Adjust the base pointer of a texture image drawbuffer to the image
+       * within the miptree region (all else has draw_x/y = 0).
+       */
+      rb->Data += irb->draw_x * irb->region->cpp;
+      rb->Data += irb->draw_y * rb->RowStride * irb->region->cpp;
    }
 
    intel_set_span_functions(intel, rb);
@@ -211,71 +217,26 @@ intel_renderbuffer_unmap(struct intel_context *intel,
    rb->RowStride = 0;
 }
 
-/**
- * Map or unmap all the renderbuffers which we may need during
- * software rendering.
- * XXX in the future, we could probably convey extra information to
- * reduce the number of mappings needed.  I.e. if doing a glReadPixels
- * from the depth buffer, we really only need one mapping.
- *
- * XXX Rewrite this function someday.
- * We can probably just loop over all the renderbuffer attachments,
- * map/unmap all of them, and not worry about the _ColorDrawBuffers
- * _ColorReadBuffer, _DepthBuffer or _StencilBuffer fields.
- */
 static void
-intel_map_unmap_framebuffer(struct intel_context *intel,
-			    struct gl_framebuffer *fb,
-			    GLboolean map)
+intel_framebuffer_map(struct intel_context *intel, struct gl_framebuffer *fb)
 {
-   GLuint i;
-
-   /* color draw buffers */
-   for (i = 0; i < fb->_NumColorDrawBuffers; i++) {
-      if (map)
-         intel_renderbuffer_map(intel, fb->_ColorDrawBuffers[i]);
-      else
-         intel_renderbuffer_unmap(intel, fb->_ColorDrawBuffers[i]);
-   }
-
-   /* color read buffer */
-   if (map)
-      intel_renderbuffer_map(intel, fb->_ColorReadBuffer);
-   else
-      intel_renderbuffer_unmap(intel, fb->_ColorReadBuffer);
+   int i;
 
-   /* check for render to textures */
    for (i = 0; i < BUFFER_COUNT; i++) {
-      struct gl_renderbuffer_attachment *att =
-         fb->Attachment + i;
-      struct gl_texture_object *tex = att->Texture;
-      if (tex) {
-         /* render to texture */
-         ASSERT(att->Renderbuffer);
-         if (map)
-            intel_tex_map_images(intel, intel_texture_object(tex));
-         else
-            intel_tex_unmap_images(intel, intel_texture_object(tex));
-      }
+      intel_renderbuffer_map(intel, fb->Attachment[i].Renderbuffer);
    }
 
-   /* depth buffer (Note wrapper!) */
-   if (fb->_DepthBuffer) {
-      if (map)
-         intel_renderbuffer_map(intel, fb->_DepthBuffer->Wrapped);
-      else
-         intel_renderbuffer_unmap(intel, fb->_DepthBuffer->Wrapped);
-   }
+   intel_check_front_buffer_rendering(intel);
+}
 
-   /* stencil buffer (Note wrapper!) */
-   if (fb->_StencilBuffer) {
-      if (map)
-         intel_renderbuffer_map(intel, fb->_StencilBuffer->Wrapped);
-      else
-         intel_renderbuffer_unmap(intel, fb->_StencilBuffer->Wrapped);
-   }
+static void
+intel_framebuffer_unmap(struct intel_context *intel, struct gl_framebuffer *fb)
+{
+   int i;
 
-   intel_check_front_buffer_rendering(intel);
+   for (i = 0; i < BUFFER_COUNT; i++) {
+      intel_renderbuffer_unmap(intel, fb->Attachment[i].Renderbuffer);
+   }
 }
 
 /**
@@ -302,9 +263,10 @@ intelSpanRenderStart(struct gl_context * ctx)
       }
    }
 
-   intel_map_unmap_framebuffer(intel, ctx->DrawBuffer, GL_TRUE);
-   if (ctx->ReadBuffer != ctx->DrawBuffer)
-      intel_map_unmap_framebuffer(intel, ctx->ReadBuffer, GL_TRUE);
+   intel_framebuffer_map(intel, ctx->DrawBuffer);
+   if (ctx->ReadBuffer != ctx->DrawBuffer) {
+      intel_framebuffer_map(intel, ctx->ReadBuffer);
+   }
 }
 
 /**
@@ -326,9 +288,10 @@ intelSpanRenderFinish(struct gl_context * ctx)
       }
    }
 
-   intel_map_unmap_framebuffer(intel, ctx->DrawBuffer, GL_FALSE);
-   if (ctx->ReadBuffer != ctx->DrawBuffer)
-      intel_map_unmap_framebuffer(intel, ctx->ReadBuffer, GL_FALSE);
+   intel_framebuffer_unmap(intel, ctx->DrawBuffer);
+   if (ctx->ReadBuffer != ctx->DrawBuffer) {
+      intel_framebuffer_unmap(intel, ctx->ReadBuffer);
+   }
 }
 
 



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