From: Chad Versace Date: Mon, 14 Nov 2011 01:45:51 +0000 (-0800) Subject: intel: Fix swrast_render_start() for depthstencil buffers with separate stencil X-Git-Tag: 062012170305~3067^2~38 X-Git-Url: http://review.tizen.org/git/?a=commitdiff_plain;h=af35a3523df7f555427de4835ae092d1836c3c95;p=profile%2Fivi%2Fmesa.git intel: Fix swrast_render_start() for depthstencil buffers with separate stencil 1. Don't map the depthstencil buffer twice Place a guard in intel_renderbuffer_map() to prevent a renderbuffer from being mapped twice. This happened if a single buffer was attached to the framebuffer's depth and stencil attachment points. (Interestingly, because intel_map_renderbuffer_gtt() is idempotent, the double mapping did not cause bugs for depthstencil buffers *without* separate stencil). 2. Stop overriding gl_framebuffer::_DepthBuffer,_StencilBuffer Normally, if a depthstencil buffer is attached to the framebuffer's depth attachment point, then _mesa_update_framebuffer() installs a wrapper depth renderbuffer at gl_framebuffer::_DepthBuffer. Ditto for the stencil attachment point and gl_framebuffer::_StencilBuffer A depthstencil intel_renderbuffer with separate stencil contains hidden depth and stencil renderbuffers, which are the *real* renderbuffers. In order to force swrast to work, we were installing, in brw_update_draw_buffer(), the hidden renderbuffers at gl_framebuffer::_DepthBuffer and _StencilBuffer, thus overriding the behavior of _mesa_update_framebuffer(). However, now that intel_renderbuffer_map() is implemented with MapRenderbuffer(), overriding _mesa_update_framebuffer's introduces bugs. This patch removes the override code. Fixes several Piglit tests on gen7. Reviewed-by: Eric Anholt Reviewed-by: Kenneth Graunke Signed-off-by: Chad Versace --- diff --git a/src/mesa/drivers/dri/i965/brw_vtbl.c b/src/mesa/drivers/dri/i965/brw_vtbl.c index 7c40f27..7c23faa 100644 --- a/src/mesa/drivers/dri/i965/brw_vtbl.c +++ b/src/mesa/drivers/dri/i965/brw_vtbl.c @@ -95,7 +95,7 @@ brw_update_draw_buffer(struct intel_context *intel) { struct gl_context *ctx = &intel->ctx; struct gl_framebuffer *fb = ctx->DrawBuffer; - struct intel_renderbuffer *irbDepth = NULL, *irbStencil = NULL; + struct intel_renderbuffer *irbStencil = NULL; bool fb_has_hiz = intel_framebuffer_has_hiz(fb); if (!fb) { @@ -103,27 +103,7 @@ brw_update_draw_buffer(struct intel_context *intel) return; } - /* - * If intel_context is using separate stencil, but the depth attachment - * (gl_framebuffer.Attachment[BUFFER_DEPTH]) has a packed depth/stencil - * format, then we must install the real depth buffer at fb->_DepthBuffer - * and set fb->_DepthBuffer->Wrapped before calling _mesa_update_framebuffer. - * Otherwise, _mesa_update_framebuffer will create and install a swras - * depth wrapper instead. - * - * Ditto for stencil. - */ - irbDepth = intel_get_renderbuffer(fb, BUFFER_DEPTH); - if (irbDepth && irbDepth->Base.Format == MESA_FORMAT_X8_Z24) { - _mesa_reference_renderbuffer(&fb->_DepthBuffer, &irbDepth->Base); - irbDepth->Base.Wrapped = fb->Attachment[BUFFER_DEPTH].Renderbuffer; - } - irbStencil = intel_get_renderbuffer(fb, BUFFER_STENCIL); - if (irbStencil && irbStencil->Base.Format == MESA_FORMAT_S8) { - _mesa_reference_renderbuffer(&fb->_StencilBuffer, &irbStencil->Base); - irbStencil->Base.Wrapped = fb->Attachment[BUFFER_STENCIL].Renderbuffer; - } /* Do this here, not core Mesa, since this function is called from * many places within the driver. diff --git a/src/mesa/drivers/dri/intel/intel_span.c b/src/mesa/drivers/dri/intel/intel_span.c index afb0f32..b103bbd 100644 --- a/src/mesa/drivers/dri/intel/intel_span.c +++ b/src/mesa/drivers/dri/intel/intel_span.c @@ -187,10 +187,13 @@ intel_renderbuffer_map(struct intel_context *intel, struct gl_renderbuffer *rb) if (!irb) return; - if (irb->wrapped_depth) - intel_renderbuffer_map(intel, irb->wrapped_depth); - if (irb->wrapped_stencil) - intel_renderbuffer_map(intel, irb->wrapped_stencil); + if (rb->Data) { + /* Renderbuffer is already mapped. This usually happens when a single + * buffer is attached to the framebuffer's depth and stencil attachment + * points. + */ + return; + } ctx->Driver.MapRenderbuffer(ctx, rb, 0, 0, rb->Width, rb->Height, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT, @@ -211,10 +214,13 @@ intel_renderbuffer_unmap(struct intel_context *intel, if (!irb) return; - if (irb->wrapped_depth) - intel_renderbuffer_unmap(intel, irb->wrapped_depth); - if (irb->wrapped_stencil) - intel_renderbuffer_unmap(intel, irb->wrapped_stencil); + if (!rb->Data) { + /* Renderbuffer is already unmapped. This usually happens when a single + * buffer is attached to the framebuffer's depth and stencil attachment + * points. + */ + return; + } ctx->Driver.UnmapRenderbuffer(ctx, rb);