intel: remove unused intel_depthstencil.[ch]
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@@ -1,261 +0,0 @@
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/**************************************************************************
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*
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* Copyright 2006 Tungsten Graphics, Inc., Cedar Park, Texas.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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#include "main/glheader.h"
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#include "main/imports.h"
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#include "main/context.h"
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#include "main/depthstencil.h"
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#include "main/fbobject.h"
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#include "main/framebuffer.h"
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#include "main/hash.h"
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#include "main/mtypes.h"
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#include "main/renderbuffer.h"
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#include "intel_context.h"
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#include "intel_fbo.h"
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#include "intel_depthstencil.h"
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#include "intel_regions.h"
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#include "intel_span.h"
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/**
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* The GL_EXT_framebuffer_object allows the user to create their own
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* framebuffer objects consisting of color renderbuffers (0 or more),
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* depth renderbuffers (0 or 1) and stencil renderbuffers (0 or 1).
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*
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* The spec considers depth and stencil renderbuffers to be totally independent
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* buffers. In reality, most graphics hardware today uses a combined
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* depth+stencil buffer (one 32-bit pixel = 24 bits of Z + 8 bits of stencil).
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*
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* This causes difficulty because the user may create some number of depth
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* renderbuffers and some number of stencil renderbuffers and bind them
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* together in framebuffers in any combination.
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*
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* This code manages all that.
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*
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* 1. Depth renderbuffers are always allocated in hardware as 32bpp
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* GL_DEPTH24_STENCIL8 buffers.
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*
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* 2. Stencil renderbuffers are initially allocated in software as 8bpp
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* GL_STENCIL_INDEX8 buffers.
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*
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* 3. Depth and Stencil renderbuffers use the PairedStencil and PairedDepth
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* fields (respectively) to indicate if the buffer's currently paired
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* with another stencil or depth buffer (respectively).
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*
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* 4. When a depth and stencil buffer are initially both attached to the
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* current framebuffer, we merge the stencil buffer values into the
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* depth buffer (really a depth+stencil buffer). The then hardware uses
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* the combined buffer.
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*
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* 5. Whenever a depth or stencil buffer is reallocated (with
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* glRenderbufferStorage) we undo the pairing and copy the stencil values
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* from the combined depth/stencil buffer back to the stencil-only buffer.
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*
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* 6. We also undo the pairing when we find a change in buffer bindings.
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*
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* 7. If a framebuffer is only using a depth renderbuffer (no stencil), we
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* just use the combined depth/stencil buffer and ignore the stencil values.
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*
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* 8. If a framebuffer is only using a stencil renderbuffer (no depth) we have
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* to promote the 8bpp software stencil buffer to a 32bpp hardware
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* depth+stencil buffer.
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*
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*/
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/**
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* Undo the pairing/interleaving between depth and stencil buffers.
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* irb should be a depth/stencil or stencil renderbuffer.
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*/
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void
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intel_unpair_depth_stencil(GLcontext *ctx, struct intel_renderbuffer *irb)
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{
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struct intel_context *intel = intel_context(ctx);
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struct gl_renderbuffer *rb = &irb->Base;
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if (irb->PairedStencil) {
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/* irb is a depth/stencil buffer */
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struct gl_renderbuffer *stencilRb;
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struct intel_renderbuffer *stencilIrb;
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ASSERT(rb->_ActualFormat == GL_DEPTH24_STENCIL8_EXT);
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stencilRb = _mesa_lookup_renderbuffer(ctx, irb->PairedStencil);
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stencilIrb = intel_renderbuffer(stencilRb);
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if (stencilIrb) {
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/* need to extract stencil values from the depth buffer */
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ASSERT(stencilIrb->PairedDepth == rb->Name);
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intel_renderbuffer_map(intel, rb);
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intel_renderbuffer_map(intel, stencilRb);
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#if 0
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/* disable for now */
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_mesa_extract_stencil(ctx, rb, stencilRb);
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#endif
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intel_renderbuffer_unmap(intel, stencilRb);
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intel_renderbuffer_unmap(intel, rb);
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stencilIrb->PairedDepth = 0;
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}
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irb->PairedStencil = 0;
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}
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else if (irb->PairedDepth) {
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/* irb is a stencil buffer */
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struct gl_renderbuffer *depthRb;
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struct intel_renderbuffer *depthIrb;
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ASSERT(rb->_ActualFormat == GL_STENCIL_INDEX8_EXT ||
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rb->_ActualFormat == GL_DEPTH24_STENCIL8_EXT);
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depthRb = _mesa_lookup_renderbuffer(ctx, irb->PairedDepth);
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depthIrb = intel_renderbuffer(depthRb);
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if (depthIrb) {
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/* need to extract stencil values from the depth buffer */
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ASSERT(depthIrb->PairedStencil == rb->Name);
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intel_renderbuffer_map(intel, rb);
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intel_renderbuffer_map(intel, depthRb);
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#if 0
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/* disable for now */
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_mesa_extract_stencil(ctx, depthRb, rb);
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#endif
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intel_renderbuffer_unmap(intel, depthRb);
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intel_renderbuffer_unmap(intel, rb);
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depthIrb->PairedStencil = 0;
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}
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irb->PairedDepth = 0;
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}
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else {
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_mesa_problem(ctx, "Problem in undo_depth_stencil_pairing");
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}
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ASSERT(irb->PairedStencil == 0);
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ASSERT(irb->PairedDepth == 0);
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}
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/**
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* Examine the depth and stencil renderbuffers which are attached to the
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* framebuffer. If both depth and stencil are attached, make sure that the
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* renderbuffers are 'paired' (combined). If only depth or only stencil is
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* attached, undo any previous pairing.
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*
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* Must be called if NewState & _NEW_BUFFER (when renderbuffer attachments
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* change, for example).
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*/
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void
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intel_validate_paired_depth_stencil(GLcontext * ctx,
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struct gl_framebuffer *fb)
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{
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struct intel_context *intel = intel_context(ctx);
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struct intel_renderbuffer *depthRb, *stencilRb;
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depthRb = intel_get_renderbuffer(fb, BUFFER_DEPTH);
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stencilRb = intel_get_renderbuffer(fb, BUFFER_STENCIL);
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if (depthRb && stencilRb) {
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if (depthRb == stencilRb) {
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/* Using a user-created combined depth/stencil buffer.
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* Nothing to do.
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*/
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ASSERT(depthRb->Base._BaseFormat == GL_DEPTH_STENCIL_EXT);
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ASSERT(depthRb->Base._ActualFormat == GL_DEPTH24_STENCIL8_EXT);
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}
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else {
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/* Separate depth/stencil buffers, need to interleave now */
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ASSERT(depthRb->Base._BaseFormat == GL_DEPTH_COMPONENT ||
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depthRb->Base._BaseFormat == GL_DEPTH_STENCIL);
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ASSERT(stencilRb->Base._BaseFormat == GL_STENCIL_INDEX ||
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stencilRb->Base._BaseFormat == GL_DEPTH_STENCIL);
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/* may need to interleave depth/stencil now */
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if (depthRb->PairedStencil == stencilRb->Base.Name) {
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/* OK, the depth and stencil buffers are already interleaved */
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ASSERT(stencilRb->PairedDepth == depthRb->Base.Name);
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}
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else {
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/* need to setup new pairing/interleaving */
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if (depthRb->PairedStencil) {
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intel_unpair_depth_stencil(ctx, depthRb);
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}
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if (stencilRb->PairedDepth) {
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intel_unpair_depth_stencil(ctx, stencilRb);
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}
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ASSERT(depthRb->Base._ActualFormat == GL_DEPTH24_STENCIL8_EXT);
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ASSERT(stencilRb->Base._ActualFormat == GL_STENCIL_INDEX8_EXT ||
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stencilRb->Base._ActualFormat == GL_DEPTH24_STENCIL8_EXT);
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/* establish new pairing: interleave stencil into depth buffer */
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intel_renderbuffer_map(intel, &depthRb->Base);
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intel_renderbuffer_map(intel, &stencilRb->Base);
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_mesa_insert_stencil(ctx, &depthRb->Base, &stencilRb->Base);
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intel_renderbuffer_unmap(intel, &stencilRb->Base);
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intel_renderbuffer_unmap(intel, &depthRb->Base);
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depthRb->PairedStencil = stencilRb->Base.Name;
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stencilRb->PairedDepth = depthRb->Base.Name;
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}
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}
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}
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else if (depthRb) {
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/* Depth buffer but no stencil buffer.
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* We'll use a GL_DEPTH24_STENCIL8 buffer and ignore the stencil bits.
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*/
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/* can't assert this until storage is allocated:
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ASSERT(depthRb->Base._ActualFormat == GL_DEPTH24_STENCIL8_EXT);
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*/
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/* intel_undo any previous pairing */
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if (depthRb->PairedStencil) {
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intel_unpair_depth_stencil(ctx, depthRb);
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}
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}
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else if (stencilRb) {
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/* Stencil buffer but no depth buffer.
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* Since h/w doesn't typically support just 8bpp stencil w/out Z,
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* we'll use a GL_DEPTH24_STENCIL8 buffer and ignore the depth bits.
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*/
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/* undo any previous pairing */
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if (stencilRb->PairedDepth) {
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intel_unpair_depth_stencil(ctx, stencilRb);
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}
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if (stencilRb->Base._ActualFormat == GL_STENCIL_INDEX8_EXT) {
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/* promote buffer to GL_DEPTH24_STENCIL8 for hw rendering */
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_mesa_promote_stencil(ctx, &stencilRb->Base);
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ASSERT(stencilRb->Base._ActualFormat == GL_DEPTH24_STENCIL8_EXT);
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}
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}
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/* Finally, update the fb->_DepthBuffer and fb->_StencilBuffer fields */
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_mesa_update_depth_buffer(ctx, fb, BUFFER_DEPTH);
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if (depthRb && depthRb->PairedStencil)
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_mesa_update_stencil_buffer(ctx, fb, BUFFER_DEPTH);
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else
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_mesa_update_stencil_buffer(ctx, fb, BUFFER_STENCIL);
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/* The hardware should use fb->Attachment[BUFFER_DEPTH].Renderbuffer
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* first, if present, then fb->Attachment[BUFFER_STENCIL].Renderbuffer
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* if present.
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*/
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}
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@@ -1,15 +0,0 @@
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#ifndef INTEL_DEPTH_STENCIL_H
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#define INTEL_DEPTH_STENCIL_H
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#include "intel_fbo.h"
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extern void
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intel_unpair_depth_stencil(GLcontext * ctx, struct intel_renderbuffer *irb);
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extern void
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intel_validate_paired_depth_stencil(GLcontext * ctx,
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struct gl_framebuffer *fb);
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#endif /* INTEL_DEPTH_STENCIL_H */
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