framebuffer.c revision 3464ebd5
1/* 2 * Mesa 3-D graphics library 3 * Version: 7.2 4 * 5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. 6 * 7 * Permission is hereby granted, free of charge, to any person obtaining a 8 * copy of this software and associated documentation files (the "Software"), 9 * to deal in the Software without restriction, including without limitation 10 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 11 * and/or sell copies of the Software, and to permit persons to whom the 12 * Software is furnished to do so, subject to the following conditions: 13 * 14 * The above copyright notice and this permission notice shall be included 15 * in all copies or substantial portions of the Software. 16 * 17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN 21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 23 */ 24 25 26/** 27 * Functions for allocating/managing framebuffers and renderbuffers. 28 * Also, routines for reading/writing renderbuffer data as ubytes, 29 * ushorts, uints, etc. 30 */ 31 32 33#include "glheader.h" 34#include "imports.h" 35#include "buffers.h" 36#include "context.h" 37#include "depthstencil.h" 38#include "enums.h" 39#include "formats.h" 40#include "macros.h" 41#include "mtypes.h" 42#include "fbobject.h" 43#include "framebuffer.h" 44#include "renderbuffer.h" 45#include "texobj.h" 46 47 48 49/** 50 * Compute/set the _DepthMax field for the given framebuffer. 51 * This value depends on the Z buffer resolution. 52 */ 53static void 54compute_depth_max(struct gl_framebuffer *fb) 55{ 56 if (fb->Visual.depthBits == 0) { 57 /* Special case. Even if we don't have a depth buffer we need 58 * good values for DepthMax for Z vertex transformation purposes 59 * and for per-fragment fog computation. 60 */ 61 fb->_DepthMax = (1 << 16) - 1; 62 } 63 else if (fb->Visual.depthBits < 32) { 64 fb->_DepthMax = (1 << fb->Visual.depthBits) - 1; 65 } 66 else { 67 /* Special case since shift values greater than or equal to the 68 * number of bits in the left hand expression's type are undefined. 69 */ 70 fb->_DepthMax = 0xffffffff; 71 } 72 fb->_DepthMaxF = (GLfloat) fb->_DepthMax; 73 74 /* Minimum resolvable depth value, for polygon offset */ 75 fb->_MRD = (GLfloat)1.0 / fb->_DepthMaxF; 76} 77 78/** 79 * Create and initialize a gl_framebuffer object. 80 * This is intended for creating _window_system_ framebuffers, not generic 81 * framebuffer objects ala GL_EXT_framebuffer_object. 82 * 83 * \sa _mesa_new_framebuffer 84 */ 85struct gl_framebuffer * 86_mesa_create_framebuffer(const struct gl_config *visual) 87{ 88 struct gl_framebuffer *fb = CALLOC_STRUCT(gl_framebuffer); 89 assert(visual); 90 if (fb) { 91 _mesa_initialize_window_framebuffer(fb, visual); 92 } 93 return fb; 94} 95 96 97/** 98 * Allocate a new gl_framebuffer object. 99 * This is the default function for ctx->Driver.NewFramebuffer(). 100 * This is for allocating user-created framebuffers, not window-system 101 * framebuffers! 102 * \sa _mesa_create_framebuffer 103 */ 104struct gl_framebuffer * 105_mesa_new_framebuffer(struct gl_context *ctx, GLuint name) 106{ 107 struct gl_framebuffer *fb; 108 (void) ctx; 109 assert(name != 0); 110 fb = CALLOC_STRUCT(gl_framebuffer); 111 if (fb) { 112 _mesa_initialize_user_framebuffer(fb, name); 113 } 114 return fb; 115} 116 117 118/** 119 * Initialize a gl_framebuffer object. Typically used to initialize 120 * window system-created framebuffers, not user-created framebuffers. 121 * \sa _mesa_initialize_user_framebuffer 122 */ 123void 124_mesa_initialize_window_framebuffer(struct gl_framebuffer *fb, 125 const struct gl_config *visual) 126{ 127 assert(fb); 128 assert(visual); 129 130 memset(fb, 0, sizeof(struct gl_framebuffer)); 131 132 _glthread_INIT_MUTEX(fb->Mutex); 133 134 fb->RefCount = 1; 135 136 /* save the visual */ 137 fb->Visual = *visual; 138 139 /* Init read/draw renderbuffer state */ 140 if (visual->doubleBufferMode) { 141 fb->_NumColorDrawBuffers = 1; 142 fb->ColorDrawBuffer[0] = GL_BACK; 143 fb->_ColorDrawBufferIndexes[0] = BUFFER_BACK_LEFT; 144 fb->ColorReadBuffer = GL_BACK; 145 fb->_ColorReadBufferIndex = BUFFER_BACK_LEFT; 146 } 147 else { 148 fb->_NumColorDrawBuffers = 1; 149 fb->ColorDrawBuffer[0] = GL_FRONT; 150 fb->_ColorDrawBufferIndexes[0] = BUFFER_FRONT_LEFT; 151 fb->ColorReadBuffer = GL_FRONT; 152 fb->_ColorReadBufferIndex = BUFFER_FRONT_LEFT; 153 } 154 155 fb->Delete = _mesa_destroy_framebuffer; 156 fb->_Status = GL_FRAMEBUFFER_COMPLETE_EXT; 157 158 compute_depth_max(fb); 159} 160 161 162/** 163 * Initialize a user-created gl_framebuffer object. 164 * \sa _mesa_initialize_window_framebuffer 165 */ 166void 167_mesa_initialize_user_framebuffer(struct gl_framebuffer *fb, GLuint name) 168{ 169 assert(fb); 170 assert(name); 171 172 memset(fb, 0, sizeof(struct gl_framebuffer)); 173 174 fb->Name = name; 175 fb->RefCount = 1; 176 fb->_NumColorDrawBuffers = 1; 177 fb->ColorDrawBuffer[0] = GL_COLOR_ATTACHMENT0_EXT; 178 fb->_ColorDrawBufferIndexes[0] = BUFFER_COLOR0; 179 fb->ColorReadBuffer = GL_COLOR_ATTACHMENT0_EXT; 180 fb->_ColorReadBufferIndex = BUFFER_COLOR0; 181 fb->Delete = _mesa_destroy_framebuffer; 182 _glthread_INIT_MUTEX(fb->Mutex); 183} 184 185 186/** 187 * Deallocate buffer and everything attached to it. 188 * Typically called via the gl_framebuffer->Delete() method. 189 */ 190void 191_mesa_destroy_framebuffer(struct gl_framebuffer *fb) 192{ 193 if (fb) { 194 _mesa_free_framebuffer_data(fb); 195 free(fb); 196 } 197} 198 199 200/** 201 * Free all the data hanging off the given gl_framebuffer, but don't free 202 * the gl_framebuffer object itself. 203 */ 204void 205_mesa_free_framebuffer_data(struct gl_framebuffer *fb) 206{ 207 GLuint i; 208 209 assert(fb); 210 assert(fb->RefCount == 0); 211 212 _glthread_DESTROY_MUTEX(fb->Mutex); 213 214 for (i = 0; i < BUFFER_COUNT; i++) { 215 struct gl_renderbuffer_attachment *att = &fb->Attachment[i]; 216 if (att->Renderbuffer) { 217 _mesa_reference_renderbuffer(&att->Renderbuffer, NULL); 218 } 219 if (att->Texture) { 220 _mesa_reference_texobj(&att->Texture, NULL); 221 } 222 ASSERT(!att->Renderbuffer); 223 ASSERT(!att->Texture); 224 att->Type = GL_NONE; 225 } 226 227 /* unbind _Depth/_StencilBuffer to decr ref counts */ 228 _mesa_reference_renderbuffer(&fb->_DepthBuffer, NULL); 229 _mesa_reference_renderbuffer(&fb->_StencilBuffer, NULL); 230} 231 232 233/** 234 * Set *ptr to point to fb, with refcounting and locking. 235 */ 236void 237_mesa_reference_framebuffer(struct gl_framebuffer **ptr, 238 struct gl_framebuffer *fb) 239{ 240 assert(ptr); 241 if (*ptr == fb) { 242 /* no change */ 243 return; 244 } 245 246 if (*ptr) { 247 /* unreference old renderbuffer */ 248 GLboolean deleteFlag = GL_FALSE; 249 struct gl_framebuffer *oldFb = *ptr; 250 251 _glthread_LOCK_MUTEX(oldFb->Mutex); 252 ASSERT(oldFb->RefCount > 0); 253 oldFb->RefCount--; 254 deleteFlag = (oldFb->RefCount == 0); 255 _glthread_UNLOCK_MUTEX(oldFb->Mutex); 256 257 if (deleteFlag) 258 oldFb->Delete(oldFb); 259 260 *ptr = NULL; 261 } 262 assert(!*ptr); 263 264 if (fb) { 265 _glthread_LOCK_MUTEX(fb->Mutex); 266 fb->RefCount++; 267 _glthread_UNLOCK_MUTEX(fb->Mutex); 268 *ptr = fb; 269 } 270} 271 272 273/** 274 * Resize the given framebuffer's renderbuffers to the new width and height. 275 * This should only be used for window-system framebuffers, not 276 * user-created renderbuffers (i.e. made with GL_EXT_framebuffer_object). 277 * This will typically be called via ctx->Driver.ResizeBuffers() or directly 278 * from a device driver. 279 * 280 * \note it's possible for ctx to be null since a window can be resized 281 * without a currently bound rendering context. 282 */ 283void 284_mesa_resize_framebuffer(struct gl_context *ctx, struct gl_framebuffer *fb, 285 GLuint width, GLuint height) 286{ 287 GLuint i; 288 289 /* XXX I think we could check if the size is not changing 290 * and return early. 291 */ 292 293 /* For window system framebuffers, Name is zero */ 294 assert(fb->Name == 0); 295 296 for (i = 0; i < BUFFER_COUNT; i++) { 297 struct gl_renderbuffer_attachment *att = &fb->Attachment[i]; 298 if (att->Type == GL_RENDERBUFFER_EXT && att->Renderbuffer) { 299 struct gl_renderbuffer *rb = att->Renderbuffer; 300 /* only resize if size is changing */ 301 if (rb->Width != width || rb->Height != height) { 302 if (rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height)) { 303 ASSERT(rb->Width == width); 304 ASSERT(rb->Height == height); 305 } 306 else { 307 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Resizing framebuffer"); 308 /* no return */ 309 } 310 } 311 } 312 } 313 314 if (fb->_DepthBuffer) { 315 struct gl_renderbuffer *rb = fb->_DepthBuffer; 316 if (rb->Width != width || rb->Height != height) { 317 if (!rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height)) { 318 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Resizing framebuffer"); 319 } 320 } 321 } 322 323 if (fb->_StencilBuffer) { 324 struct gl_renderbuffer *rb = fb->_StencilBuffer; 325 if (rb->Width != width || rb->Height != height) { 326 if (!rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height)) { 327 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Resizing framebuffer"); 328 } 329 } 330 } 331 332 fb->Width = width; 333 fb->Height = height; 334 335 if (ctx) { 336 /* update scissor / window bounds */ 337 _mesa_update_draw_buffer_bounds(ctx); 338 /* Signal new buffer state so that swrast will update its clipping 339 * info (the CLIP_BIT flag). 340 */ 341 ctx->NewState |= _NEW_BUFFERS; 342 } 343} 344 345 346 347/** 348 * XXX THIS IS OBSOLETE - drivers should take care of detecting window 349 * size changes and act accordingly, likely calling _mesa_resize_framebuffer(). 350 * 351 * GL_MESA_resize_buffers extension. 352 * 353 * When this function is called, we'll ask the window system how large 354 * the current window is. If it's a new size, we'll call the driver's 355 * ResizeBuffers function. The driver will then resize its color buffers 356 * as needed, and maybe call the swrast's routine for reallocating 357 * swrast-managed depth/stencil/accum/etc buffers. 358 * \note This function should only be called through the GL API, not 359 * from device drivers (as was done in the past). 360 */ 361void 362_mesa_resizebuffers( struct gl_context *ctx ) 363{ 364 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx ); 365 366 if (MESA_VERBOSE & VERBOSE_API) 367 _mesa_debug(ctx, "glResizeBuffersMESA\n"); 368 369 if (!ctx->Driver.GetBufferSize) { 370 return; 371 } 372 373 if (ctx->WinSysDrawBuffer) { 374 GLuint newWidth, newHeight; 375 struct gl_framebuffer *buffer = ctx->WinSysDrawBuffer; 376 377 assert(buffer->Name == 0); 378 379 /* ask device driver for size of output buffer */ 380 ctx->Driver.GetBufferSize( buffer, &newWidth, &newHeight ); 381 382 /* see if size of device driver's color buffer (window) has changed */ 383 if (buffer->Width != newWidth || buffer->Height != newHeight) { 384 if (ctx->Driver.ResizeBuffers) 385 ctx->Driver.ResizeBuffers(ctx, buffer, newWidth, newHeight ); 386 } 387 } 388 389 if (ctx->WinSysReadBuffer 390 && ctx->WinSysReadBuffer != ctx->WinSysDrawBuffer) { 391 GLuint newWidth, newHeight; 392 struct gl_framebuffer *buffer = ctx->WinSysReadBuffer; 393 394 assert(buffer->Name == 0); 395 396 /* ask device driver for size of read buffer */ 397 ctx->Driver.GetBufferSize( buffer, &newWidth, &newHeight ); 398 399 /* see if size of device driver's color buffer (window) has changed */ 400 if (buffer->Width != newWidth || buffer->Height != newHeight) { 401 if (ctx->Driver.ResizeBuffers) 402 ctx->Driver.ResizeBuffers(ctx, buffer, newWidth, newHeight ); 403 } 404 } 405 406 ctx->NewState |= _NEW_BUFFERS; /* to update scissor / window bounds */ 407} 408 409 410/* 411 * XXX THIS IS OBSOLETE 412 */ 413void GLAPIENTRY 414_mesa_ResizeBuffersMESA( void ) 415{ 416 GET_CURRENT_CONTEXT(ctx); 417 418 if (ctx->Extensions.MESA_resize_buffers) 419 _mesa_resizebuffers( ctx ); 420} 421 422 423 424/** 425 * Examine all the framebuffer's renderbuffers to update the Width/Height 426 * fields of the framebuffer. If we have renderbuffers with different 427 * sizes, set the framebuffer's width and height to the min size. 428 * Note: this is only intended for user-created framebuffers, not 429 * window-system framebuffes. 430 */ 431static void 432update_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb) 433{ 434 GLuint minWidth = ~0, minHeight = ~0; 435 GLuint i; 436 437 /* user-created framebuffers only */ 438 assert(fb->Name); 439 440 for (i = 0; i < BUFFER_COUNT; i++) { 441 struct gl_renderbuffer_attachment *att = &fb->Attachment[i]; 442 const struct gl_renderbuffer *rb = att->Renderbuffer; 443 if (rb) { 444 minWidth = MIN2(minWidth, rb->Width); 445 minHeight = MIN2(minHeight, rb->Height); 446 } 447 } 448 449 if (minWidth != ~0) { 450 fb->Width = minWidth; 451 fb->Height = minHeight; 452 } 453 else { 454 fb->Width = 0; 455 fb->Height = 0; 456 } 457} 458 459 460/** 461 * Update the context's current drawing buffer's Xmin, Xmax, Ymin, Ymax fields. 462 * These values are computed from the buffer's width and height and 463 * the scissor box, if it's enabled. 464 * \param ctx the GL context. 465 */ 466void 467_mesa_update_draw_buffer_bounds(struct gl_context *ctx) 468{ 469 struct gl_framebuffer *buffer = ctx->DrawBuffer; 470 471 if (!buffer) 472 return; 473 474 if (buffer->Name) { 475 /* user-created framebuffer size depends on the renderbuffers */ 476 update_framebuffer_size(ctx, buffer); 477 } 478 479 buffer->_Xmin = 0; 480 buffer->_Ymin = 0; 481 buffer->_Xmax = buffer->Width; 482 buffer->_Ymax = buffer->Height; 483 484 if (ctx->Scissor.Enabled) { 485 if (ctx->Scissor.X > buffer->_Xmin) { 486 buffer->_Xmin = ctx->Scissor.X; 487 } 488 if (ctx->Scissor.Y > buffer->_Ymin) { 489 buffer->_Ymin = ctx->Scissor.Y; 490 } 491 if (ctx->Scissor.X + ctx->Scissor.Width < buffer->_Xmax) { 492 buffer->_Xmax = ctx->Scissor.X + ctx->Scissor.Width; 493 } 494 if (ctx->Scissor.Y + ctx->Scissor.Height < buffer->_Ymax) { 495 buffer->_Ymax = ctx->Scissor.Y + ctx->Scissor.Height; 496 } 497 /* finally, check for empty region */ 498 if (buffer->_Xmin > buffer->_Xmax) { 499 buffer->_Xmin = buffer->_Xmax; 500 } 501 if (buffer->_Ymin > buffer->_Ymax) { 502 buffer->_Ymin = buffer->_Ymax; 503 } 504 } 505 506 ASSERT(buffer->_Xmin <= buffer->_Xmax); 507 ASSERT(buffer->_Ymin <= buffer->_Ymax); 508} 509 510 511/** 512 * The glGet queries of the framebuffer red/green/blue size, stencil size, 513 * etc. are satisfied by the fields of ctx->DrawBuffer->Visual. These can 514 * change depending on the renderbuffer bindings. This function updates 515 * the given framebuffer's Visual from the current renderbuffer bindings. 516 * 517 * This may apply to user-created framebuffers or window system framebuffers. 518 * 519 * Also note: ctx->DrawBuffer->Visual.depthBits might not equal 520 * ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer.DepthBits. 521 * The former one is used to convert floating point depth values into 522 * integer Z values. 523 */ 524void 525_mesa_update_framebuffer_visual(struct gl_context *ctx, 526 struct gl_framebuffer *fb) 527{ 528 GLuint i; 529 530 memset(&fb->Visual, 0, sizeof(fb->Visual)); 531 fb->Visual.rgbMode = GL_TRUE; /* assume this */ 532 533#if 0 /* this _might_ be needed */ 534 if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) { 535 /* leave visual fields zero'd */ 536 return; 537 } 538#endif 539 540 /* find first RGB renderbuffer */ 541 for (i = 0; i < BUFFER_COUNT; i++) { 542 if (fb->Attachment[i].Renderbuffer) { 543 const struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer; 544 const GLenum baseFormat = _mesa_get_format_base_format(rb->Format); 545 const gl_format fmt = rb->Format; 546 547 if (_mesa_is_legal_color_format(ctx, baseFormat)) { 548 fb->Visual.redBits = _mesa_get_format_bits(fmt, GL_RED_BITS); 549 fb->Visual.greenBits = _mesa_get_format_bits(fmt, GL_GREEN_BITS); 550 fb->Visual.blueBits = _mesa_get_format_bits(fmt, GL_BLUE_BITS); 551 fb->Visual.alphaBits = _mesa_get_format_bits(fmt, GL_ALPHA_BITS); 552 fb->Visual.rgbBits = fb->Visual.redBits 553 + fb->Visual.greenBits + fb->Visual.blueBits; 554 fb->Visual.samples = rb->NumSamples; 555 if (_mesa_get_format_color_encoding(fmt) == GL_SRGB) 556 fb->Visual.sRGBCapable = ctx->Const.sRGBCapable; 557 break; 558 } 559 } 560 } 561 562 fb->Visual.floatMode = GL_FALSE; 563 for (i = 0; i < BUFFER_COUNT; i++) { 564 if (fb->Attachment[i].Renderbuffer) { 565 const struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer; 566 const gl_format fmt = rb->Format; 567 568 if (_mesa_get_format_datatype(fmt) == GL_FLOAT) { 569 fb->Visual.floatMode = GL_TRUE; 570 break; 571 } 572 } 573 } 574 575 if (fb->Attachment[BUFFER_DEPTH].Renderbuffer) { 576 const struct gl_renderbuffer *rb = 577 fb->Attachment[BUFFER_DEPTH].Renderbuffer; 578 const gl_format fmt = rb->Format; 579 fb->Visual.haveDepthBuffer = GL_TRUE; 580 fb->Visual.depthBits = _mesa_get_format_bits(fmt, GL_DEPTH_BITS); 581 } 582 583 if (fb->Attachment[BUFFER_STENCIL].Renderbuffer) { 584 const struct gl_renderbuffer *rb = 585 fb->Attachment[BUFFER_STENCIL].Renderbuffer; 586 const gl_format fmt = rb->Format; 587 fb->Visual.haveStencilBuffer = GL_TRUE; 588 fb->Visual.stencilBits = _mesa_get_format_bits(fmt, GL_STENCIL_BITS); 589 } 590 591 if (fb->Attachment[BUFFER_ACCUM].Renderbuffer) { 592 const struct gl_renderbuffer *rb = 593 fb->Attachment[BUFFER_ACCUM].Renderbuffer; 594 const gl_format fmt = rb->Format; 595 fb->Visual.haveAccumBuffer = GL_TRUE; 596 fb->Visual.accumRedBits = _mesa_get_format_bits(fmt, GL_RED_BITS); 597 fb->Visual.accumGreenBits = _mesa_get_format_bits(fmt, GL_GREEN_BITS); 598 fb->Visual.accumBlueBits = _mesa_get_format_bits(fmt, GL_BLUE_BITS); 599 fb->Visual.accumAlphaBits = _mesa_get_format_bits(fmt, GL_ALPHA_BITS); 600 } 601 602 compute_depth_max(fb); 603} 604 605 606/** 607 * Update the framebuffer's _DepthBuffer field using the renderbuffer 608 * found at the given attachment index. 609 * 610 * If that attachment points to a combined GL_DEPTH_STENCIL renderbuffer, 611 * create and install a depth wrapper/adaptor. 612 * 613 * \param fb the framebuffer whose _DepthBuffer field to update 614 * \param attIndex indicates the renderbuffer to possibly wrap 615 */ 616void 617_mesa_update_depth_buffer(struct gl_context *ctx, 618 struct gl_framebuffer *fb, 619 GLuint attIndex) 620{ 621 struct gl_renderbuffer *depthRb; 622 623 /* only one possiblity for now */ 624 ASSERT(attIndex == BUFFER_DEPTH); 625 626 depthRb = fb->Attachment[attIndex].Renderbuffer; 627 628 if (depthRb && _mesa_is_format_packed_depth_stencil(depthRb->Format)) { 629 /* The attached depth buffer is a GL_DEPTH_STENCIL renderbuffer */ 630 if (!fb->_DepthBuffer 631 || fb->_DepthBuffer->Wrapped != depthRb 632 || _mesa_get_format_base_format(fb->_DepthBuffer->Format) != GL_DEPTH_COMPONENT) { 633 /* need to update wrapper */ 634 struct gl_renderbuffer *wrapper 635 = _mesa_new_z24_renderbuffer_wrapper(ctx, depthRb); 636 _mesa_reference_renderbuffer(&fb->_DepthBuffer, wrapper); 637 ASSERT(fb->_DepthBuffer->Wrapped == depthRb); 638 } 639 } 640 else { 641 /* depthRb may be null */ 642 _mesa_reference_renderbuffer(&fb->_DepthBuffer, depthRb); 643 } 644} 645 646 647/** 648 * Update the framebuffer's _StencilBuffer field using the renderbuffer 649 * found at the given attachment index. 650 * 651 * If that attachment points to a combined GL_DEPTH_STENCIL renderbuffer, 652 * create and install a stencil wrapper/adaptor. 653 * 654 * \param fb the framebuffer whose _StencilBuffer field to update 655 * \param attIndex indicates the renderbuffer to possibly wrap 656 */ 657void 658_mesa_update_stencil_buffer(struct gl_context *ctx, 659 struct gl_framebuffer *fb, 660 GLuint attIndex) 661{ 662 struct gl_renderbuffer *stencilRb; 663 664 ASSERT(attIndex == BUFFER_DEPTH || 665 attIndex == BUFFER_STENCIL); 666 667 stencilRb = fb->Attachment[attIndex].Renderbuffer; 668 669 if (stencilRb && _mesa_is_format_packed_depth_stencil(stencilRb->Format)) { 670 /* The attached stencil buffer is a GL_DEPTH_STENCIL renderbuffer */ 671 if (!fb->_StencilBuffer 672 || fb->_StencilBuffer->Wrapped != stencilRb 673 || _mesa_get_format_base_format(fb->_StencilBuffer->Format) != GL_STENCIL_INDEX) { 674 /* need to update wrapper */ 675 struct gl_renderbuffer *wrapper 676 = _mesa_new_s8_renderbuffer_wrapper(ctx, stencilRb); 677 _mesa_reference_renderbuffer(&fb->_StencilBuffer, wrapper); 678 ASSERT(fb->_StencilBuffer->Wrapped == stencilRb); 679 } 680 } 681 else { 682 /* stencilRb may be null */ 683 _mesa_reference_renderbuffer(&fb->_StencilBuffer, stencilRb); 684 } 685} 686 687 688/* 689 * Example DrawBuffers scenarios: 690 * 691 * 1. glDrawBuffer(GL_FRONT_AND_BACK), fixed-func or shader writes to 692 * "gl_FragColor" or program writes to the "result.color" register: 693 * 694 * fragment color output renderbuffer 695 * --------------------- --------------- 696 * color[0] Front, Back 697 * 698 * 699 * 2. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]), shader writes to 700 * gl_FragData[i] or program writes to result.color[i] registers: 701 * 702 * fragment color output renderbuffer 703 * --------------------- --------------- 704 * color[0] Front 705 * color[1] Aux0 706 * color[3] Aux1 707 * 708 * 709 * 3. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]) and shader writes to 710 * gl_FragColor, or fixed function: 711 * 712 * fragment color output renderbuffer 713 * --------------------- --------------- 714 * color[0] Front, Aux0, Aux1 715 * 716 * 717 * In either case, the list of renderbuffers is stored in the 718 * framebuffer->_ColorDrawBuffers[] array and 719 * framebuffer->_NumColorDrawBuffers indicates the number of buffers. 720 * The renderer (like swrast) has to look at the current fragment shader 721 * to see if it writes to gl_FragColor vs. gl_FragData[i] to determine 722 * how to map color outputs to renderbuffers. 723 * 724 * Note that these two calls are equivalent (for fixed function fragment 725 * shading anyway): 726 * a) glDrawBuffer(GL_FRONT_AND_BACK); (assuming non-stereo framebuffer) 727 * b) glDrawBuffers(2, [GL_FRONT_LEFT, GL_BACK_LEFT]); 728 */ 729 730 731 732 733/** 734 * Update the (derived) list of color drawing renderbuffer pointers. 735 * Later, when we're rendering we'll loop from 0 to _NumColorDrawBuffers 736 * writing colors. 737 */ 738static void 739update_color_draw_buffers(struct gl_context *ctx, struct gl_framebuffer *fb) 740{ 741 GLuint output; 742 743 /* set 0th buffer to NULL now in case _NumColorDrawBuffers is zero */ 744 fb->_ColorDrawBuffers[0] = NULL; 745 746 for (output = 0; output < fb->_NumColorDrawBuffers; output++) { 747 GLint buf = fb->_ColorDrawBufferIndexes[output]; 748 if (buf >= 0) { 749 fb->_ColorDrawBuffers[output] = fb->Attachment[buf].Renderbuffer; 750 } 751 else { 752 fb->_ColorDrawBuffers[output] = NULL; 753 } 754 } 755} 756 757 758/** 759 * Update the (derived) color read renderbuffer pointer. 760 * Unlike the DrawBuffer, we can only read from one (or zero) color buffers. 761 */ 762static void 763update_color_read_buffer(struct gl_context *ctx, struct gl_framebuffer *fb) 764{ 765 (void) ctx; 766 if (fb->_ColorReadBufferIndex == -1 || 767 fb->DeletePending || 768 fb->Width == 0 || 769 fb->Height == 0) { 770 fb->_ColorReadBuffer = NULL; /* legal! */ 771 } 772 else { 773 ASSERT(fb->_ColorReadBufferIndex >= 0); 774 ASSERT(fb->_ColorReadBufferIndex < BUFFER_COUNT); 775 fb->_ColorReadBuffer 776 = fb->Attachment[fb->_ColorReadBufferIndex].Renderbuffer; 777 } 778} 779 780 781/** 782 * Update a gl_framebuffer's derived state. 783 * 784 * Specifically, update these framebuffer fields: 785 * _ColorDrawBuffers 786 * _NumColorDrawBuffers 787 * _ColorReadBuffer 788 * _DepthBuffer 789 * _StencilBuffer 790 * 791 * If the framebuffer is user-created, make sure it's complete. 792 * 793 * The following functions (at least) can effect framebuffer state: 794 * glReadBuffer, glDrawBuffer, glDrawBuffersARB, glFramebufferRenderbufferEXT, 795 * glRenderbufferStorageEXT. 796 */ 797static void 798update_framebuffer(struct gl_context *ctx, struct gl_framebuffer *fb) 799{ 800 if (fb->Name == 0) { 801 /* This is a window-system framebuffer */ 802 /* Need to update the FB's GL_DRAW_BUFFER state to match the 803 * context state (GL_READ_BUFFER too). 804 */ 805 if (fb->ColorDrawBuffer[0] != ctx->Color.DrawBuffer[0]) { 806 _mesa_drawbuffers(ctx, ctx->Const.MaxDrawBuffers, 807 ctx->Color.DrawBuffer, NULL); 808 } 809 } 810 else { 811 /* This is a user-created framebuffer. 812 * Completeness only matters for user-created framebuffers. 813 */ 814 if (fb->_Status != GL_FRAMEBUFFER_COMPLETE) { 815 _mesa_test_framebuffer_completeness(ctx, fb); 816 } 817 } 818 819 /* Strictly speaking, we don't need to update the draw-state 820 * if this FB is bound as ctx->ReadBuffer (and conversely, the 821 * read-state if this FB is bound as ctx->DrawBuffer), but no 822 * harm. 823 */ 824 update_color_draw_buffers(ctx, fb); 825 update_color_read_buffer(ctx, fb); 826 _mesa_update_depth_buffer(ctx, fb, BUFFER_DEPTH); 827 _mesa_update_stencil_buffer(ctx, fb, BUFFER_STENCIL); 828 829 compute_depth_max(fb); 830} 831 832 833/** 834 * Update state related to the current draw/read framebuffers. 835 */ 836void 837_mesa_update_framebuffer(struct gl_context *ctx) 838{ 839 struct gl_framebuffer *drawFb; 840 struct gl_framebuffer *readFb; 841 842 assert(ctx); 843 drawFb = ctx->DrawBuffer; 844 readFb = ctx->ReadBuffer; 845 846 update_framebuffer(ctx, drawFb); 847 if (readFb != drawFb) 848 update_framebuffer(ctx, readFb); 849} 850 851 852/** 853 * Check if the renderbuffer for a read operation (glReadPixels, glCopyPixels, 854 * glCopyTex[Sub]Image, etc) exists. 855 * \param format a basic image format such as GL_RGB, GL_RGBA, GL_ALPHA, 856 * GL_DEPTH_COMPONENT, etc. or GL_COLOR, GL_DEPTH, GL_STENCIL. 857 * \return GL_TRUE if buffer exists, GL_FALSE otherwise 858 */ 859GLboolean 860_mesa_source_buffer_exists(struct gl_context *ctx, GLenum format) 861{ 862 const struct gl_renderbuffer_attachment *att = ctx->ReadBuffer->Attachment; 863 864 /* If we don't know the framebuffer status, update it now */ 865 if (ctx->ReadBuffer->_Status == 0) { 866 _mesa_test_framebuffer_completeness(ctx, ctx->ReadBuffer); 867 } 868 869 if (ctx->ReadBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) { 870 return GL_FALSE; 871 } 872 873 switch (format) { 874 case GL_COLOR: 875 case GL_RED: 876 case GL_GREEN: 877 case GL_BLUE: 878 case GL_ALPHA: 879 case GL_LUMINANCE: 880 case GL_LUMINANCE_ALPHA: 881 case GL_INTENSITY: 882 case GL_RG: 883 case GL_RGB: 884 case GL_BGR: 885 case GL_RGBA: 886 case GL_BGRA: 887 case GL_ABGR_EXT: 888 case GL_COLOR_INDEX: 889 case GL_RED_INTEGER_EXT: 890 case GL_GREEN_INTEGER_EXT: 891 case GL_BLUE_INTEGER_EXT: 892 case GL_ALPHA_INTEGER_EXT: 893 case GL_RGB_INTEGER_EXT: 894 case GL_RGBA_INTEGER_EXT: 895 case GL_BGR_INTEGER_EXT: 896 case GL_BGRA_INTEGER_EXT: 897 case GL_LUMINANCE_INTEGER_EXT: 898 case GL_LUMINANCE_ALPHA_INTEGER_EXT: 899 if (ctx->ReadBuffer->_ColorReadBuffer == NULL) { 900 return GL_FALSE; 901 } 902 ASSERT(_mesa_get_format_bits(ctx->ReadBuffer->_ColorReadBuffer->Format, GL_RED_BITS) > 0 || 903 _mesa_get_format_bits(ctx->ReadBuffer->_ColorReadBuffer->Format, GL_ALPHA_BITS) > 0 || 904 _mesa_get_format_bits(ctx->ReadBuffer->_ColorReadBuffer->Format, GL_TEXTURE_LUMINANCE_SIZE) > 0 || 905 _mesa_get_format_bits(ctx->ReadBuffer->_ColorReadBuffer->Format, GL_TEXTURE_INTENSITY_SIZE) > 0 || 906 _mesa_get_format_bits(ctx->ReadBuffer->_ColorReadBuffer->Format, GL_INDEX_BITS) > 0); 907 break; 908 case GL_DEPTH: 909 case GL_DEPTH_COMPONENT: 910 if (!att[BUFFER_DEPTH].Renderbuffer) { 911 return GL_FALSE; 912 } 913 /*ASSERT(att[BUFFER_DEPTH].Renderbuffer->DepthBits > 0);*/ 914 break; 915 case GL_STENCIL: 916 case GL_STENCIL_INDEX: 917 if (!att[BUFFER_STENCIL].Renderbuffer) { 918 return GL_FALSE; 919 } 920 /*ASSERT(att[BUFFER_STENCIL].Renderbuffer->StencilBits > 0);*/ 921 break; 922 case GL_DEPTH_STENCIL_EXT: 923 if (!att[BUFFER_DEPTH].Renderbuffer || 924 !att[BUFFER_STENCIL].Renderbuffer) { 925 return GL_FALSE; 926 } 927 /* 928 ASSERT(att[BUFFER_DEPTH].Renderbuffer->DepthBits > 0); 929 ASSERT(att[BUFFER_STENCIL].Renderbuffer->StencilBits > 0); 930 */ 931 break; 932 default: 933 _mesa_problem(ctx, 934 "Unexpected format 0x%x in _mesa_source_buffer_exists", 935 format); 936 return GL_FALSE; 937 } 938 939 /* OK */ 940 return GL_TRUE; 941} 942 943 944/** 945 * As above, but for drawing operations. 946 * XXX could do some code merging w/ above function. 947 */ 948GLboolean 949_mesa_dest_buffer_exists(struct gl_context *ctx, GLenum format) 950{ 951 const struct gl_renderbuffer_attachment *att = ctx->DrawBuffer->Attachment; 952 953 /* If we don't know the framebuffer status, update it now */ 954 if (ctx->DrawBuffer->_Status == 0) { 955 _mesa_test_framebuffer_completeness(ctx, ctx->DrawBuffer); 956 } 957 958 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) { 959 return GL_FALSE; 960 } 961 962 switch (format) { 963 case GL_COLOR: 964 case GL_RED: 965 case GL_GREEN: 966 case GL_BLUE: 967 case GL_ALPHA: 968 case GL_LUMINANCE: 969 case GL_LUMINANCE_ALPHA: 970 case GL_INTENSITY: 971 case GL_RGB: 972 case GL_BGR: 973 case GL_RGBA: 974 case GL_BGRA: 975 case GL_ABGR_EXT: 976 case GL_COLOR_INDEX: 977 case GL_RED_INTEGER_EXT: 978 case GL_GREEN_INTEGER_EXT: 979 case GL_BLUE_INTEGER_EXT: 980 case GL_ALPHA_INTEGER_EXT: 981 case GL_RGB_INTEGER_EXT: 982 case GL_RGBA_INTEGER_EXT: 983 case GL_BGR_INTEGER_EXT: 984 case GL_BGRA_INTEGER_EXT: 985 case GL_LUMINANCE_INTEGER_EXT: 986 case GL_LUMINANCE_ALPHA_INTEGER_EXT: 987 /* Nothing special since GL_DRAW_BUFFER could be GL_NONE. */ 988 /* Could assert that colorbuffer has RedBits > 0 */ 989 break; 990 case GL_DEPTH: 991 case GL_DEPTH_COMPONENT: 992 if (!att[BUFFER_DEPTH].Renderbuffer) { 993 return GL_FALSE; 994 } 995 /*ASSERT(att[BUFFER_DEPTH].Renderbuffer->DepthBits > 0);*/ 996 break; 997 case GL_STENCIL: 998 case GL_STENCIL_INDEX: 999 if (!att[BUFFER_STENCIL].Renderbuffer) { 1000 return GL_FALSE; 1001 } 1002 /*ASSERT(att[BUFFER_STENCIL].Renderbuffer->StencilBits > 0);*/ 1003 break; 1004 case GL_DEPTH_STENCIL_EXT: 1005 if (!att[BUFFER_DEPTH].Renderbuffer || 1006 !att[BUFFER_STENCIL].Renderbuffer) { 1007 return GL_FALSE; 1008 } 1009 /* 1010 ASSERT(att[BUFFER_DEPTH].Renderbuffer->DepthBits > 0); 1011 ASSERT(att[BUFFER_STENCIL].Renderbuffer->StencilBits > 0); 1012 */ 1013 break; 1014 default: 1015 _mesa_problem(ctx, 1016 "Unexpected format 0x%x in _mesa_dest_buffer_exists", 1017 format); 1018 return GL_FALSE; 1019 } 1020 1021 /* OK */ 1022 return GL_TRUE; 1023} 1024 1025 1026/** 1027 * Used to answer the GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES query. 1028 */ 1029GLenum 1030_mesa_get_color_read_format(struct gl_context *ctx) 1031{ 1032 switch (ctx->ReadBuffer->_ColorReadBuffer->Format) { 1033 case MESA_FORMAT_ARGB8888: 1034 return GL_BGRA; 1035 case MESA_FORMAT_RGB565: 1036 return GL_BGR; 1037 default: 1038 return GL_RGBA; 1039 } 1040} 1041 1042 1043/** 1044 * Used to answer the GL_IMPLEMENTATION_COLOR_READ_TYPE_OES query. 1045 */ 1046GLenum 1047_mesa_get_color_read_type(struct gl_context *ctx) 1048{ 1049 switch (ctx->ReadBuffer->_ColorReadBuffer->Format) { 1050 case MESA_FORMAT_ARGB8888: 1051 return GL_UNSIGNED_BYTE; 1052 case MESA_FORMAT_RGB565: 1053 return GL_UNSIGNED_SHORT_5_6_5_REV; 1054 default: 1055 return GL_UNSIGNED_BYTE; 1056 } 1057} 1058 1059 1060/** 1061 * Print framebuffer info to stderr, for debugging. 1062 */ 1063void 1064_mesa_print_framebuffer(const struct gl_framebuffer *fb) 1065{ 1066 GLuint i; 1067 1068 fprintf(stderr, "Mesa Framebuffer %u at %p\n", fb->Name, (void *) fb); 1069 fprintf(stderr, " Size: %u x %u Status: %s\n", fb->Width, fb->Height, 1070 _mesa_lookup_enum_by_nr(fb->_Status)); 1071 fprintf(stderr, " Attachments:\n"); 1072 1073 for (i = 0; i < BUFFER_COUNT; i++) { 1074 const struct gl_renderbuffer_attachment *att = &fb->Attachment[i]; 1075 if (att->Type == GL_TEXTURE) { 1076 const struct gl_texture_image *texImage = 1077 _mesa_get_attachment_teximage_const(att); 1078 fprintf(stderr, 1079 " %2d: Texture %u, level %u, face %u, slice %u, complete %d\n", 1080 i, att->Texture->Name, att->TextureLevel, att->CubeMapFace, 1081 att->Zoffset, att->Complete); 1082 fprintf(stderr, " Size: %u x %u x %u Format %s\n", 1083 texImage->Width, texImage->Height, texImage->Depth, 1084 _mesa_get_format_name(texImage->TexFormat)); 1085 } 1086 else if (att->Type == GL_RENDERBUFFER) { 1087 fprintf(stderr, " %2d: Renderbuffer %u, complete %d\n", 1088 i, att->Renderbuffer->Name, att->Complete); 1089 fprintf(stderr, " Size: %u x %u Format %s\n", 1090 att->Renderbuffer->Width, att->Renderbuffer->Height, 1091 _mesa_get_format_name(att->Renderbuffer->Format)); 1092 } 1093 else { 1094 fprintf(stderr, " %2d: none\n", i); 1095 } 1096 } 1097} 1098