Mesa (master): gallium: Plumb the swap INVALIDATE_ANCILLARY flag through more layers.

Eric Anholt anholt at kemper.freedesktop.org
Wed Jan 7 01:25:18 UTC 2015


Module: Mesa
Branch: master
Commit: 239db93888a75a03cf52910f596c1184746eaebd
URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=239db93888a75a03cf52910f596c1184746eaebd

Author: Eric Anholt <eric at anholt.net>
Date:   Sun Dec 21 12:48:59 2014 -0800

gallium: Plumb the swap INVALIDATE_ANCILLARY flag through more layers.

v2: Instead of telling the driver that the window system ancillaries have
    been invalidated (when the driver doesn't know which of its buffers
    are the window system's!), introduce a method for invalidating
    specific surfaces.

Reviewed-by: Jose Fonseca <jfonseca at vmware.com>

---

 src/gallium/include/pipe/p_context.h          |   11 +++++++++++
 src/gallium/state_trackers/dri/dri_drawable.c |    6 ++++++
 2 files changed, 17 insertions(+)

diff --git a/src/gallium/include/pipe/p_context.h b/src/gallium/include/pipe/p_context.h
index af5674f..a4cae8e 100644
--- a/src/gallium/include/pipe/p_context.h
+++ b/src/gallium/include/pipe/p_context.h
@@ -551,6 +551,17 @@ struct pipe_context {
     */
    void (*flush_resource)(struct pipe_context *ctx,
                           struct pipe_resource *resource);
+
+   /**
+    * Invalidate the contents of the resource.
+    *
+    * This is used to implement EGL's semantic of undefined depth/stencil
+    * contenst after a swapbuffers.  This allows a tiled renderer (for
+    * example) to not store the depth buffer.
+    */
+   void (*invalidate_resource)(struct pipe_context *ctx,
+                               struct pipe_resource *resource);
+
 };
 
 
diff --git a/src/gallium/state_trackers/dri/dri_drawable.c b/src/gallium/state_trackers/dri/dri_drawable.c
index b7df053..eda2d52 100644
--- a/src/gallium/state_trackers/dri/dri_drawable.c
+++ b/src/gallium/state_trackers/dri/dri_drawable.c
@@ -484,6 +484,12 @@ dri_flush(__DRIcontext *cPriv,
       }
 
       pipe->flush_resource(pipe, drawable->textures[ST_ATTACHMENT_BACK_LEFT]);
+
+      if (pipe->invalidate_resource &&
+          (flags & __DRI2_FLUSH_INVALIDATE_ANCILLARY)) {
+         pipe->invalidate_resource(pipe, drawable->textures[ST_ATTACHMENT_DEPTH_STENCIL]);
+         pipe->invalidate_resource(pipe, drawable->msaa_textures[ST_ATTACHMENT_DEPTH_STENCIL]);
+      }
    }
 
    flush_flags = 0;




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