[Mesa-dev] [PATCH 4/4] intel: Do the drawable x/y offset in intel_renderbuffer_map() for spans.

Eric Anholt eric at anholt.net
Tue Jun 7 11:47:14 PDT 2011


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 |   87 ++++++++----------------------
 1 files changed, 23 insertions(+), 64 deletions(-)

diff --git a/src/mesa/drivers/dri/intel/intel_span.c b/src/mesa/drivers/dri/intel/intel_span.c
index 8978129..92a7586 100644
--- a/src/mesa/drivers/dri/intel/intel_span.c
+++ b/src/mesa/drivers/dri/intel/intel_span.c
@@ -122,10 +122,16 @@ 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);
@@ -148,71 +154,26 @@ 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);
+   }
 }
 
 /**
@@ -239,9 +200,8 @@ 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);
+   intel_framebuffer_map(intel, ctx->ReadBuffer);
 }
 
 /**
@@ -263,9 +223,8 @@ 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);
+   intel_framebuffer_unmap(intel, ctx->ReadBuffer);
 }
 
 
-- 
1.7.5.3



More information about the mesa-dev mailing list