[Mesa-dev] [PATCH 09/12] i965: Move pre-draw resolve buffers to dd::UpdateState
Kristian Høgsberg
krh at bitplanet.net
Mon Aug 11 17:29:39 PDT 2014
No functional change except for glBegin/glEnd style rendering, where we now
do the resolves at glBegin time instead of FLUSH_VERTICES time. This is also
the reason for this change, so that when we later switch fast clear resolve to
use meta, we won't be doing meta operations in the middle of a begin/end
sequence.
Signed-off-by: Kristian Høgsberg <krh at bitplanet.net>
---
src/mesa/drivers/dri/i965/brw_context.c | 27 +++++++++++++++++++++-
src/mesa/drivers/dri/i965/brw_draw.c | 40 ---------------------------------
2 files changed, 26 insertions(+), 41 deletions(-)
diff --git a/src/mesa/drivers/dri/i965/brw_context.c b/src/mesa/drivers/dri/i965/brw_context.c
index 043d530..4eb30a1 100644
--- a/src/mesa/drivers/dri/i965/brw_context.c
+++ b/src/mesa/drivers/dri/i965/brw_context.c
@@ -40,6 +40,7 @@
#include "main/points.h"
#include "main/version.h"
#include "main/vtxfmt.h"
+#include "main/texobj.h"
#include "vbo/vbo_context.h"
@@ -156,12 +157,36 @@ static void
intel_update_state(struct gl_context * ctx, GLuint new_state)
{
struct brw_context *brw = brw_context(ctx);
+ struct intel_texture_object *tex_obj;
+ struct intel_renderbuffer *depth_irb;
if (ctx->swrast_context)
_swrast_InvalidateState(ctx, new_state);
_vbo_InvalidateState(ctx, new_state);
brw->NewGLState |= new_state;
+
+ _mesa_unlock_context_textures(ctx);
+
+ /* Resolve the depth buffer's HiZ buffer. */
+ depth_irb = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH);
+ if (depth_irb)
+ intel_renderbuffer_resolve_hiz(brw, depth_irb);
+
+ /* Resolve depth buffer and render cache of each enabled texture. */
+ int maxEnabledUnit = ctx->Texture._MaxEnabledTexImageUnit;
+ for (int i = 0; i <= maxEnabledUnit; i++) {
+ if (!ctx->Texture.Unit[i]._Current)
+ continue;
+ tex_obj = intel_texture_object(ctx->Texture.Unit[i]._Current);
+ if (!tex_obj || !tex_obj->mt)
+ continue;
+ intel_miptree_all_slices_resolve_depth(brw, tex_obj->mt);
+ intel_miptree_resolve_color(brw, tex_obj->mt);
+ brw_render_cache_set_check_flush(brw, tex_obj->mt->bo);
+ }
+
+ _mesa_lock_context_textures(ctx);
}
#define flushFront(screen) ((screen)->image.loader ? (screen)->image.loader->flushFrontBuffer : (screen)->dri2.loader->flushFrontBuffer)
@@ -209,7 +234,7 @@ intel_glFlush(struct gl_context *ctx)
brw->need_throttle = true;
}
-void
+static void
intel_finish(struct gl_context * ctx)
{
struct brw_context *brw = brw_context(ctx);
diff --git a/src/mesa/drivers/dri/i965/brw_draw.c b/src/mesa/drivers/dri/i965/brw_draw.c
index f84a2ad..0fa7b6b 100644
--- a/src/mesa/drivers/dri/i965/brw_draw.c
+++ b/src/mesa/drivers/dri/i965/brw_draw.c
@@ -302,40 +302,6 @@ static void brw_merge_inputs( struct brw_context *brw,
}
}
-/*
- * \brief Resolve buffers before drawing.
- *
- * Resolve the depth buffer's HiZ buffer, resolve the depth buffer of each
- * enabled depth texture, and flush the render cache for any dirty textures.
- *
- * (In the future, this will also perform MSAA resolves).
- */
-static void
-brw_predraw_resolve_buffers(struct brw_context *brw)
-{
- struct gl_context *ctx = &brw->ctx;
- struct intel_renderbuffer *depth_irb;
- struct intel_texture_object *tex_obj;
-
- /* Resolve the depth buffer's HiZ buffer. */
- depth_irb = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH);
- if (depth_irb)
- intel_renderbuffer_resolve_hiz(brw, depth_irb);
-
- /* Resolve depth buffer and render cache of each enabled texture. */
- int maxEnabledUnit = ctx->Texture._MaxEnabledTexImageUnit;
- for (int i = 0; i <= maxEnabledUnit; i++) {
- if (!ctx->Texture.Unit[i]._Current)
- continue;
- tex_obj = intel_texture_object(ctx->Texture.Unit[i]._Current);
- if (!tex_obj || !tex_obj->mt)
- continue;
- intel_miptree_all_slices_resolve_depth(brw, tex_obj->mt);
- intel_miptree_resolve_color(brw, tex_obj->mt);
- brw_render_cache_set_check_flush(brw, tex_obj->mt->bo);
- }
-}
-
/**
* \brief Call this after drawing to mark which buffers need resolving
*
@@ -432,12 +398,6 @@ static bool brw_try_draw_prims( struct gl_context *ctx,
*/
brw_workaround_depthstencil_alignment(brw, 0);
- /* Resolves must occur after updating renderbuffers, updating context state,
- * and finalizing textures but before setting up any hardware state for
- * this draw call.
- */
- brw_predraw_resolve_buffers(brw);
-
/* Bind all inputs, derive varying and size information:
*/
brw_merge_inputs( brw, arrays );
--
2.0.0
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