diff options
Diffstat (limited to 'src/mesa/drivers/dri/i965/brw_meta_fast_clear.c')
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_meta_fast_clear.c | 704 |
1 files changed, 704 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_meta_fast_clear.c b/src/mesa/drivers/dri/i965/brw_meta_fast_clear.c new file mode 100644 index 0000000..c6540f2 --- /dev/null +++ b/src/mesa/drivers/dri/i965/brw_meta_fast_clear.c @@ -0,0 +1,704 @@ +/* + * Copyright © 2014 Intel Corporation + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice (including the next + * paragraph) shall be included in all copies or substantial portions of the + * Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS + * IN THE SOFTWARE. + */ + +#include "main/mtypes.h" +#include "main/macros.h" +#include "main/context.h" +#include "main/objectlabel.h" +#include "main/shaderapi.h" +#include "main/arrayobj.h" +#include "main/bufferobj.h" +#include "main/buffers.h" +#include "main/blend.h" +#include "main/enable.h" +#include "main/depth.h" +#include "main/stencil.h" +#include "main/varray.h" +#include "main/uniforms.h" +#include "main/fbobject.h" +#include "main/texobj.h" + +#include "main/api_validate.h" +#include "main/state.h" + +#include "vbo/vbo_context.h" + +#include "drivers/common/meta.h" + +#include "brw_defines.h" +#include "brw_context.h" +#include "brw_draw.h" +#include "intel_fbo.h" +#include "intel_batchbuffer.h" + +#include "brw_blorp.h" + +struct brw_fast_clear_state { + GLuint vao; + GLuint vbo; + GLuint shader_prog; + GLint color_location; +}; + +static bool +brw_fast_clear_init(struct brw_context *brw) +{ + struct brw_fast_clear_state *clear; + + if (brw->fast_clear_state) { + clear = brw->fast_clear_state; + _mesa_BindVertexArray(clear->vao); + _mesa_BindBuffer(GL_ARRAY_BUFFER, clear->vbo); + return true; + } + + brw->fast_clear_state = clear = malloc(sizeof *clear); + if (clear == NULL) + return false; + + memset(clear, 0, sizeof *clear); + _mesa_GenVertexArrays(1, &clear->vao); + _mesa_BindVertexArray(clear->vao); + _mesa_GenBuffers(1, &clear->vbo); + _mesa_BindBuffer(GL_ARRAY_BUFFER, clear->vbo); + _mesa_VertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0); + _mesa_EnableVertexAttribArray(0); + + return true; +} + +static void +brw_bind_rep_write_shader(struct brw_context *brw, float *color) +{ + const char *vs_source = + "#extension GL_AMD_vertex_shader_layer : enable\n" + "#extension GL_ARB_draw_instanced : enable\n" + "attribute vec4 position;\n" + "uniform int layer;\n" + "void main()\n" + "{\n" + " gl_Layer = gl_InstanceID;\n" + " gl_Position = position;\n" + "}\n"; + const char *fs_source = + "uniform vec4 color;\n" + "void main()\n" + "{\n" + " gl_FragColor = color;\n" + "}\n"; + + GLuint vs, fs; + struct brw_fast_clear_state *clear = brw->fast_clear_state; + struct gl_context *ctx = &brw->ctx; + + if (clear->shader_prog) { + _mesa_UseProgram(clear->shader_prog); + _mesa_Uniform4fv(clear->color_location, 1, color); + return; + } + + vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source); + fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source); + + clear->shader_prog = _mesa_CreateProgram(); + _mesa_AttachShader(clear->shader_prog, fs); + _mesa_DeleteShader(fs); + _mesa_AttachShader(clear->shader_prog, vs); + _mesa_DeleteShader(vs); + _mesa_BindAttribLocation(clear->shader_prog, 0, "position"); + _mesa_ObjectLabel(GL_PROGRAM, clear->shader_prog, -1, "meta clear"); + _mesa_LinkProgram(clear->shader_prog); + + clear->color_location = + _mesa_GetUniformLocation(clear->shader_prog, "color"); + + _mesa_UseProgram(clear->shader_prog); + _mesa_Uniform4fv(clear->color_location, 1, color); +} + +void +brw_meta_fast_clear_free(struct brw_context *brw) +{ + struct brw_fast_clear_state *clear = brw->fast_clear_state; + GET_CURRENT_CONTEXT(old_context); + + if (clear == NULL) + return; + + _mesa_make_current(&brw->ctx, NULL, NULL); + + _mesa_DeleteVertexArrays(1, &clear->vao); + _mesa_DeleteBuffers(1, &clear->vbo); + _mesa_DeleteProgram(clear->shader_prog); + free(clear); + + if (old_context) + _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer); + else + _mesa_make_current(NULL, NULL, NULL); +} + +struct rect { + int x0, y0, x1, y1; +}; + +static void +brw_draw_rectlist(struct gl_context *ctx, struct rect *rect, int num_instances) +{ + int start = 0, count = 3; + struct _mesa_prim prim; + float verts[6]; + + verts[0] = rect->x1; + verts[1] = rect->y1; + verts[2] = rect->x0; + verts[3] = rect->y1; + verts[4] = rect->x0; + verts[5] = rect->y0; + + /* upload new vertex data */ + _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts, + GL_DYNAMIC_DRAW_ARB); + + if (ctx->NewState) + _mesa_update_state(ctx); + + vbo_bind_arrays(ctx); + + memset(&prim, 0, sizeof prim); + prim.begin = 1; + prim.end = 1; + prim.mode = BRW_PRIM_OFFSET + _3DPRIM_RECTLIST; + prim.num_instances = num_instances; + prim.start = start; + prim.count = count; + + /* Make sure our internal prim value doesn't clash with a valid GL value. */ + assert(!_mesa_is_valid_prim_mode(ctx, prim.mode)); + + brw_draw_prims(ctx, &prim, 1, NULL, + GL_TRUE, start, start + count - 1, + NULL, NULL); +} + +static void +get_fast_clear_rect(struct brw_context *brw, struct gl_framebuffer *fb, + struct intel_renderbuffer *irb, struct rect *rect) +{ + unsigned int x_align, y_align; + unsigned int x_scaledown, y_scaledown; + + if (irb->mt->msaa_layout == INTEL_MSAA_LAYOUT_NONE) { + /* From the Ivy Bridge PRM, Vol2 Part1 11.7 "MCS Buffer for Render + * Target(s)", beneath the "Fast Color Clear" bullet (p327): + * + * Clear pass must have a clear rectangle that must follow + * alignment rules in terms of pixels and lines as shown in the + * table below. Further, the clear-rectangle height and width + * must be multiple of the following dimensions. If the height + * and width of the render target being cleared do not meet these + * requirements, an MCS buffer can be created such that it + * follows the requirement and covers the RT. + * + * The alignment size in the table that follows is related to the + * alignment size returned by intel_get_non_msrt_mcs_alignment(), but + * with X alignment multiplied by 16 and Y alignment multiplied by 32. + */ + intel_get_non_msrt_mcs_alignment(brw, irb->mt, &x_align, &y_align); + x_align *= 16; + y_align *= 32; + + /* From the Ivy Bridge PRM, Vol2 Part1 11.7 "MCS Buffer for Render + * Target(s)", beneath the "Fast Color Clear" bullet (p327): + * + * In order to optimize the performance MCS buffer (when bound to + * 1X RT) clear similarly to MCS buffer clear for MSRT case, + * clear rect is required to be scaled by the following factors + * in the horizontal and vertical directions: + * + * The X and Y scale down factors in the table that follows are each + * equal to half the alignment value computed above. + */ + x_scaledown = x_align / 2; + y_scaledown = y_align / 2; + + /* From BSpec: 3D-Media-GPGPU Engine > 3D Pipeline > Pixel > Pixel + * Backend > MCS Buffer for Render Target(s) [DevIVB+] > Table "Color + * Clear of Non-MultiSampled Render Target Restrictions": + * + * Clear rectangle must be aligned to two times the number of + * pixels in the table shown below due to 16x16 hashing across the + * slice. + */ + x_align *= 2; + y_align *= 2; + } else { + /* From the Ivy Bridge PRM, Vol2 Part1 11.7 "MCS Buffer for Render + * Target(s)", beneath the "MSAA Compression" bullet (p326): + * + * Clear pass for this case requires that scaled down primitive + * is sent down with upper left co-ordinate to coincide with + * actual rectangle being cleared. For MSAA, clear rectangle’s + * height and width need to as show in the following table in + * terms of (width,height) of the RT. + * + * MSAA Width of Clear Rect Height of Clear Rect + * 4X Ceil(1/8*width) Ceil(1/2*height) + * 8X Ceil(1/2*width) Ceil(1/2*height) + * + * The text "with upper left co-ordinate to coincide with actual + * rectangle being cleared" is a little confusing--it seems to imply + * that to clear a rectangle from (x,y) to (x+w,y+h), one needs to + * feed the pipeline using the rectangle (x,y) to + * (x+Ceil(w/N),y+Ceil(h/2)), where N is either 2 or 8 depending on + * the number of samples. Experiments indicate that this is not + * quite correct; actually, what the hardware appears to do is to + * align whatever rectangle is sent down the pipeline to the nearest + * multiple of 2x2 blocks, and then scale it up by a factor of N + * horizontally and 2 vertically. So the resulting alignment is 4 + * vertically and either 4 or 16 horizontally, and the scaledown + * factor is 2 vertically and either 2 or 8 horizontally. + */ + switch (irb->mt->num_samples) { + case 4: + x_scaledown = 8; + break; + case 8: + x_scaledown = 2; + break; + default: + assert(!"Unexpected sample count for fast clear"); + break; + } + y_scaledown = 2; + x_align = x_scaledown * 2; + y_align = y_scaledown * 2; + } + + rect->x0 = fb->_Xmin; + rect->x1 = fb->_Xmax; + if (fb->Name != 0) { + rect->y0 = fb->_Ymin; + rect->y1 = fb->_Ymax; + } else { + rect->y0 = fb->Height - fb->_Ymax; + rect->y1 = fb->Height - fb->_Ymin; + } + + rect->x0 = ROUND_DOWN_TO(rect->x0, x_align) / x_scaledown; + rect->y0 = ROUND_DOWN_TO(rect->y0, y_align) / y_scaledown; + rect->x1 = ALIGN(rect->x1, x_align) / x_scaledown; + rect->y1 = ALIGN(rect->y1, y_align) / y_scaledown; +} + +static void +get_buffer_rect(struct brw_context *brw, struct gl_framebuffer *fb, + struct intel_renderbuffer *irb, struct rect *rect) +{ + rect->x0 = fb->_Xmin; + rect->x1 = fb->_Xmax; + if (fb->Name != 0) { + rect->y0 = fb->_Ymin; + rect->y1 = fb->_Ymax; + } else { + rect->y0 = fb->Height - fb->_Ymax; + rect->y1 = fb->Height - fb->_Ymin; + } +} + +/** + * Determine if fast color clear supports the given clear color. + * + * Fast color clear can only clear to color values of 1.0 or 0.0. At the + * moment we only support floating point, unorm, and snorm buffers. + */ +static bool +is_color_fast_clear_compatible(struct brw_context *brw, + mesa_format format, + const union gl_color_union *color) +{ + if (_mesa_is_format_integer_color(format)) + return false; + + for (int i = 0; i < 4; i++) { + if (color->f[i] != 0.0 && color->f[i] != 1.0 && + _mesa_format_has_color_component(format, i)) { + return false; + } + } + return true; +} + +/** + * Convert the given color to a bitfield suitable for ORing into DWORD 7 of + * SURFACE_STATE. + */ +static uint32_t +compute_fast_clear_color_bits(const union gl_color_union *color) +{ + uint32_t bits = 0; + for (int i = 0; i < 4; i++) { + /* Testing for non-0 works for integer and float colors */ + if (color->f[i] != 0.0) + bits |= 1 << (GEN7_SURFACE_CLEAR_COLOR_SHIFT + (3 - i)); + } + return bits; +} + +static const uint32_t fast_clear_color[4] = { ~0, ~0, ~0, ~0 }; + +static void +set_fast_clear_op(struct brw_context *brw, uint32_t op) +{ + /* Set op and dirty BRW_NEW_FRAGMENT_PROGRAM to make sure we re-emit + * 3DSTATE_PS. + */ + brw->wm.fast_clear_op = op; + brw->state.dirty.brw |= BRW_NEW_FRAGMENT_PROGRAM; +} + +static void +use_rectlist(struct brw_context *brw, bool enable) +{ + /* Set custom state to let us use _3DPRIM_RECTLIST and the replicated + * rendertarget write. When we enable reclist mode, we disable the + * viewport transform, disable clipping, enable the rep16 write + * optimization and disable simd8 dispatch in the PS. + */ + brw->sf.viewport_transform_enable = !enable; + brw->use_rep_send = enable; + brw->no_simd8 = enable; + + /* Dirty state to make sure we reemit the state packages affected by the + * custom state. We dirty BRW_NEW_FRAGMENT_PROGRAM to emit 3DSTATE_PS for + * disabling simd8 dispatch, _NEW_LIGHT to emit 3DSTATE_SF for disabling + * the viewport transform and 3DSTATE_CLIP to disable clipping for the + * reclist primitive. This is a little messy - it would be nicer to + * BRW_NEW_FAST_CLEAR flag or so, but we're out of brw state bits. Dirty + * _NEW_BUFFERS to make sure we emit new SURFACE_STATE with the new fast + * clear color value. + */ + brw->state.dirty.mesa |= _NEW_LIGHT | _NEW_BUFFERS; + brw->state.dirty.brw |= BRW_NEW_FRAGMENT_PROGRAM; +} + +bool +brw_meta_fast_clear(struct brw_context *brw, struct gl_framebuffer *fb, + GLbitfield buffers, bool partial_clear) +{ + struct gl_context *ctx = &brw->ctx; + mesa_format format; + enum { FAST_CLEAR, REP_CLEAR, PLAIN_CLEAR } clear_type; + GLbitfield plain_clear_buffers, meta_save, rep_clear_buffers, fast_clear_buffers; + struct rect fast_clear_rect, clear_rect; + int layers; + + fast_clear_buffers = rep_clear_buffers = plain_clear_buffers = 0; + + /* First we loop through the color draw buffers and determine which ones + * can be fast cleared, which ones can use the replicated write and which + * ones have to fall back to regular color clear. + */ + for (unsigned buf = 0; buf < fb->_NumColorDrawBuffers; buf++) { + struct gl_renderbuffer *rb = fb->_ColorDrawBuffers[buf]; + struct intel_renderbuffer *irb = intel_renderbuffer(rb); + int index = fb->_ColorDrawBufferIndexes[buf]; + + /* Only clear the buffers present in the provided mask */ + if (((1 << index) & buffers) == 0) + continue; + + /* If this is an ES2 context or GL_ARB_ES2_compatibility is supported, + * the framebuffer can be complete with some attachments missing. In + * this case the _ColorDrawBuffers pointer will be NULL. + */ + if (rb == NULL) + continue; + + clear_type = FAST_CLEAR; + + /* We don't have fast clear until gen7. */ + if (brw->gen < 7) + clear_type = REP_CLEAR; + + if (irb->mt->fast_clear_state == INTEL_FAST_CLEAR_STATE_NO_MCS) + clear_type = REP_CLEAR; + + /* We can't do scissored fast clears because of the restrictions on the + * fast clear rectangle size. + */ + if (partial_clear) + clear_type = REP_CLEAR; + + /* Fast clear is only supported for colors where all components are + * either 0 or 1. + */ + format = _mesa_get_render_format(ctx, irb->mt->format); + if (!is_color_fast_clear_compatible(brw, format, &ctx->Color.ClearColor)) + clear_type = REP_CLEAR; + + /* From the SNB PRM (Vol4_Part1): + * + * "Replicated data (Message Type = 111) is only supported when + * accessing tiled memory. Using this Message Type to access + * linear (untiled) memory is UNDEFINED." + */ + if (irb->mt->tiling == I915_TILING_NONE) { + perf_debug("falling back to plain clear because buffers are untiled\n"); + clear_type = PLAIN_CLEAR; + } + + /* Constant color writes ignore everything in blend and color calculator + * state. This is not documented. + */ + GLubyte *color_mask = ctx->Color.ColorMask[buf]; + for (int i = 0; i < 4; i++) { + if (_mesa_format_has_color_component(irb->mt->format, i) && + !color_mask[i]) { + perf_debug("falling back to plain clear because of color mask\n"); + clear_type = PLAIN_CLEAR; + } + } + + /* Allocate the MCS for non MSRT surfaces now if we're doing a fast + * clear and we don't have the MCS yet. On failure, fall back to + * replicated clear. + */ + if (clear_type == FAST_CLEAR && irb->mt->mcs_mt == NULL) + if (!intel_miptree_alloc_non_msrt_mcs(brw, irb->mt)) + clear_type = REP_CLEAR; + + switch (clear_type) { + case FAST_CLEAR: + irb->mt->fast_clear_color_value = + compute_fast_clear_color_bits(&ctx->Color.ClearColor); + irb->need_downsample = true; + + /* If the buffer is already in INTEL_FAST_CLEAR_STATE_CLEAR, the + * clear is redundant and can be skipped. Only skip after we've + * updated the fast clear color above though. + */ + if (irb->mt->fast_clear_state == INTEL_FAST_CLEAR_STATE_CLEAR) + continue; + + /* Set fast_clear_state to RESOLVED so we don't try resolve them when + * we draw, in case the mt is also bound as a texture. + */ + irb->mt->fast_clear_state = INTEL_FAST_CLEAR_STATE_RESOLVED; + irb->need_downsample = true; + fast_clear_buffers |= 1 << index; + get_fast_clear_rect(brw, fb, irb, &fast_clear_rect); + break; + + case REP_CLEAR: + rep_clear_buffers |= 1 << index; + get_buffer_rect(brw, fb, irb, &clear_rect); + break; + + case PLAIN_CLEAR: + plain_clear_buffers |= 1 << index; + get_buffer_rect(brw, fb, irb, &clear_rect); + continue; + } + } + + if (!(fast_clear_buffers | rep_clear_buffers)) { + if (plain_clear_buffers) + /* If we only have plain clears, skip the meta save/restore. */ + goto out; + else + /* Nothing left to do. This happens when we hit the redundant fast + * clear case above and nothing else. + */ + return true; + } + + meta_save = + MESA_META_ALPHA_TEST | + MESA_META_BLEND | + MESA_META_DEPTH_TEST | + MESA_META_RASTERIZATION | + MESA_META_SHADER | + MESA_META_STENCIL_TEST | + MESA_META_VERTEX | + MESA_META_VIEWPORT | + MESA_META_CLIP | + MESA_META_CLAMP_FRAGMENT_COLOR | + MESA_META_MULTISAMPLE | + MESA_META_OCCLUSION_QUERY | + MESA_META_DRAW_BUFFERS; + + _mesa_meta_begin(ctx, meta_save); + + if (!brw_fast_clear_init(brw)) { + /* This is going to be hard to recover from, most likely out of memory. + * Bail and let meta try and (probably) fail for us. + */ + plain_clear_buffers = buffers; + goto bail_to_meta; + } + + /* Clears never have the color clamped. */ + if (ctx->Extensions.ARB_color_buffer_float) + _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE); + + _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE); + _mesa_DepthMask(GL_FALSE); + _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE); + + use_rectlist(brw, true); + + layers = MAX2(1, fb->MaxNumLayers); + if (fast_clear_buffers) { + _mesa_meta_drawbuffers_from_bitfield(fast_clear_buffers); + brw_bind_rep_write_shader(brw, (float *) fast_clear_color); + set_fast_clear_op(brw, GEN7_PS_RENDER_TARGET_FAST_CLEAR_ENABLE); + brw_draw_rectlist(ctx, &fast_clear_rect, layers); + set_fast_clear_op(brw, 0); + } + + if (rep_clear_buffers) { + _mesa_meta_drawbuffers_from_bitfield(rep_clear_buffers); + brw_bind_rep_write_shader(brw, ctx->Color.ClearColor.f); + brw_draw_rectlist(ctx, &clear_rect, layers); + } + + /* Now set the mts we cleared to INTEL_FAST_CLEAR_STATE_CLEAR so we'll + * resolve them eventually. + */ + for (unsigned buf = 0; buf < fb->_NumColorDrawBuffers; buf++) { + struct gl_renderbuffer *rb = fb->_ColorDrawBuffers[buf]; + struct intel_renderbuffer *irb = intel_renderbuffer(rb); + int index = fb->_ColorDrawBufferIndexes[buf]; + + if ((1 << index) & fast_clear_buffers) + irb->mt->fast_clear_state = INTEL_FAST_CLEAR_STATE_CLEAR; + } + + bail_to_meta: + /* Dirty _NEW_BUFFERS so we reemit SURFACE_STATE which sets the fast clear + * color before resolve and sets irb->mt->fast_clear_state to UNRESOLVED if + * we render to it. + */ + brw->state.dirty.mesa |= _NEW_BUFFERS; + + + /* Set the custom state back to normal and dirty the same bits as above */ + use_rectlist(brw, false); + + _mesa_meta_end(ctx); + + /* From BSpec: Render Target Fast Clear: + * + * After Render target fast clear, pipe-control with color cache + * write-flush must be issued before sending any DRAW commands on that + * render target. + */ + intel_batchbuffer_emit_mi_flush(brw); + + /* If we had to fall back to plain clear for any buffers, clear those now + * by calling into meta. + */ + out: + if (plain_clear_buffers) + _mesa_meta_glsl_Clear(&brw->ctx, plain_clear_buffers); + + return true; +} + +static void +get_resolve_rect(struct brw_context *brw, + struct intel_mipmap_tree *mt, struct rect *rect) +{ + unsigned x_align, y_align; + unsigned x_scaledown, y_scaledown; + + /* From the Ivy Bridge PRM, Vol2 Part1 11.9 "Render Target Resolve": + * + * A rectangle primitive must be scaled down by the following factors + * with respect to render target being resolved. + * + * The scaledown factors in the table that follows are related to the + * alignment size returned by intel_get_non_msrt_mcs_alignment(), but with + * X and Y alignment each divided by 2. + */ + + intel_get_non_msrt_mcs_alignment(brw, mt, &x_align, &y_align); + x_scaledown = x_align / 2; + y_scaledown = y_align / 2; + rect->x0 = rect->y0 = 0; + rect->x1 = ALIGN(mt->logical_width0, x_scaledown) / x_scaledown; + rect->y1 = ALIGN(mt->logical_height0, y_scaledown) / y_scaledown; +} + +void +brw_meta_resolve_color(struct brw_context *brw, + struct intel_mipmap_tree *mt) +{ + struct gl_context *ctx = &brw->ctx; + GLuint fbo, rbo; + struct rect rect; + + _mesa_meta_begin(ctx, MESA_META_ALL); + + _mesa_GenFramebuffers(1, &fbo); + rbo = brw_get_rb_for_slice(brw, mt, 0, 0, false); + + _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo); + _mesa_FramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, + GL_COLOR_ATTACHMENT0, + GL_RENDERBUFFER, rbo); + _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0); + + brw_fast_clear_init(brw); + + use_rectlist(brw, true); + + brw_bind_rep_write_shader(brw, (float *) fast_clear_color); + + set_fast_clear_op(brw, GEN7_PS_RENDER_TARGET_RESOLVE_ENABLE); + + mt->fast_clear_state = INTEL_FAST_CLEAR_STATE_RESOLVED; + get_resolve_rect(brw, mt, &rect); + + brw_draw_rectlist(ctx, &rect, 1); + + set_fast_clear_op(brw, 0); + use_rectlist(brw, false); + + _mesa_DeleteRenderbuffers(1, &rbo); + _mesa_DeleteFramebuffers(1, &fbo); + + _mesa_meta_end(ctx); + + intel_batchbuffer_emit_mi_flush(brw); + + /* We're typically called from intel_update_state() and we're supposed to + * return with the state all updated to what it was before + * brw_meta_resolve_color() was called. The meta rendering will have + * messed up the state and we need to call _mesa_update_state() again to + * get back to where we were supposed to be when resolve was called. + */ + if (ctx->NewState) + _mesa_update_state(ctx); +} |