i915: Use x,y drawing offsets instead of changing buffer offsets.

This should fix rendering into mipmaps of tiled textures.
This commit is contained in:
Eric Anholt
2010-03-02 18:06:24 -08:00
parent 06d1472ffa
commit b87406e55f
3 changed files with 41 additions and 12 deletions
+1
View File
@@ -40,6 +40,7 @@
#define I915_FALLBACK_POLYGON_SMOOTH 0x40000
#define I915_FALLBACK_POINT_SMOOTH 0x80000
#define I915_FALLBACK_POINT_SPRITE_COORD_ORIGIN 0x100000
#define I915_FALLBACK_DRAW_OFFSET 0x200000
#define I915_UPLOAD_CTX 0x1
#define I915_UPLOAD_BUFFERS 0x2
+38 -12
View File
@@ -378,15 +378,13 @@ i915_emit_state(struct intel_context *intel)
OUT_BATCH(state->Buffer[I915_DESTREG_CBUFADDR0]);
OUT_BATCH(state->Buffer[I915_DESTREG_CBUFADDR1]);
OUT_RELOC(state->draw_region->buffer,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
state->draw_region->draw_offset);
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);
if (state->depth_region) {
OUT_BATCH(state->Buffer[I915_DESTREG_DBUFADDR0]);
OUT_BATCH(state->Buffer[I915_DESTREG_DBUFADDR1]);
OUT_RELOC(state->depth_region->buffer,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
state->depth_region->draw_offset);
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);
}
OUT_BATCH(state->Buffer[I915_DESTREG_DV0]);
@@ -534,6 +532,7 @@ i915_set_draw_region(struct intel_context *intel,
struct intel_renderbuffer *irb = intel_renderbuffer(rb);
GLuint value;
struct i915_hw_state *state = &i915->state;
uint32_t draw_x, draw_y;
if (state->draw_region != color_regions[0]) {
intel_region_release(&state->draw_region);
@@ -596,14 +595,41 @@ i915_set_draw_region(struct intel_context *intel,
}
state->Buffer[I915_DESTREG_DV1] = value;
state->Buffer[I915_DESTREG_DRAWRECT0] = _3DSTATE_DRAWRECT_INFO;
state->Buffer[I915_DESTREG_DRAWRECT1] = 0;
state->Buffer[I915_DESTREG_DRAWRECT2] = 0; /* xmin, ymin */
state->Buffer[I915_DESTREG_DRAWRECT3] =
(ctx->DrawBuffer->Width & 0xffff) |
(ctx->DrawBuffer->Height << 16);
state->Buffer[I915_DESTREG_DRAWRECT4] = 0; /* xoff, yoff */
state->Buffer[I915_DESTREG_DRAWRECT5] = 0;
/* We set up the drawing rectangle to be offset into the color
* region's location in the miptree. If it doesn't match with
* depth's offsets, we can't render to it.
*
* (Well, not actually true -- the hw grew a bit to let depth's
* offset get forced to 0,0. We may want to use that if people are
* hitting that case. Also, some configurations may be supportable
* by tweaking the start offset of the buffers around, which we
* can't do in general due to tiling)
*/
FALLBACK(intel, I915_FALLBACK_DRAW_OFFSET,
(depth_region && color_regions[0]) &&
(depth_region->draw_x != color_regions[0]->draw_x ||
depth_region->draw_y != color_regions[0]->draw_y));
if (color_regions[0]) {
draw_x = color_regions[0]->draw_x;
draw_y = color_regions[0]->draw_y;
} else if (depth_region) {
draw_x = depth_region->draw_x;
draw_y = depth_region->draw_y;
} else {
draw_x = 0;
draw_y = 0;
}
/* When changing drawing rectangle offset, an MI_FLUSH is first required. */
state->Buffer[I915_DESTREG_DRAWRECT0] = MI_FLUSH;
state->Buffer[I915_DESTREG_DRAWRECT1] = _3DSTATE_DRAWRECT_INFO;
state->Buffer[I915_DESTREG_DRAWRECT2] = 0;
state->Buffer[I915_DESTREG_DRAWRECT3] = (draw_y << 16) | draw_x;
state->Buffer[I915_DESTREG_DRAWRECT4] =
((ctx->DrawBuffer->Width + draw_x) & 0xffff) |
((ctx->DrawBuffer->Height + draw_y) << 16);
state->Buffer[I915_DESTREG_DRAWRECT5] = (draw_y << 16) | draw_x;
I915_STATECHANGE(i915, I915_UPLOAD_BUFFERS);
}
+2
View File
@@ -1177,6 +1177,8 @@ static char *fallbackStrings[] = {
[17] = "Logic op",
[18] = "Smooth polygon",
[19] = "Smooth point",
[20] = "point sprite coord origin",
[21] = "depth/color drawing offset",
};