framebuffer.c revision cdc920a0
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 "formats.h"
39#include "macros.h"
40#include "mtypes.h"
41#include "fbobject.h"
42#include "framebuffer.h"
43#include "renderbuffer.h"
44#include "texobj.h"
45
46
47
48/**
49 * Compute/set the _DepthMax field for the given framebuffer.
50 * This value depends on the Z buffer resolution.
51 */
52static void
53compute_depth_max(struct gl_framebuffer *fb)
54{
55   if (fb->Visual.depthBits == 0) {
56      /* Special case.  Even if we don't have a depth buffer we need
57       * good values for DepthMax for Z vertex transformation purposes
58       * and for per-fragment fog computation.
59       */
60      fb->_DepthMax = (1 << 16) - 1;
61   }
62   else if (fb->Visual.depthBits < 32) {
63      fb->_DepthMax = (1 << fb->Visual.depthBits) - 1;
64   }
65   else {
66      /* Special case since shift values greater than or equal to the
67       * number of bits in the left hand expression's type are undefined.
68       */
69      fb->_DepthMax = 0xffffffff;
70   }
71   fb->_DepthMaxF = (GLfloat) fb->_DepthMax;
72
73   /* Minimum resolvable depth value, for polygon offset */
74   fb->_MRD = (GLfloat)1.0 / fb->_DepthMaxF;
75}
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 GLvisual *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(GLcontext *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 GLvisual *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(GLcontext *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( GLcontext *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      GLframebuffer *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      GLframebuffer *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(GLcontext *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(GLcontext *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_framebuffer *fb)
526{
527   GLuint i;
528
529   memset(&fb->Visual, 0, sizeof(fb->Visual));
530   fb->Visual.rgbMode = GL_TRUE; /* assume this */
531
532#if 0 /* this _might_ be needed */
533   if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
534      /* leave visual fields zero'd */
535      return;
536   }
537#endif
538
539   /* find first RGB renderbuffer */
540   for (i = 0; i < BUFFER_COUNT; i++) {
541      if (fb->Attachment[i].Renderbuffer) {
542         const struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer;
543         const GLenum baseFormat = _mesa_get_format_base_format(rb->Format);
544         const gl_format fmt = rb->Format;
545
546         if (baseFormat == GL_RGBA || baseFormat == GL_RGB) {
547            fb->Visual.redBits = _mesa_get_format_bits(fmt, GL_RED_BITS);
548            fb->Visual.greenBits = _mesa_get_format_bits(fmt, GL_GREEN_BITS);
549            fb->Visual.blueBits = _mesa_get_format_bits(fmt, GL_BLUE_BITS);
550            fb->Visual.alphaBits = _mesa_get_format_bits(fmt, GL_ALPHA_BITS);
551            fb->Visual.rgbBits = fb->Visual.redBits
552               + fb->Visual.greenBits + fb->Visual.blueBits;
553            fb->Visual.floatMode = GL_FALSE;
554            fb->Visual.samples = rb->NumSamples;
555            break;
556         }
557      }
558   }
559
560   if (fb->Attachment[BUFFER_DEPTH].Renderbuffer) {
561      const struct gl_renderbuffer *rb =
562         fb->Attachment[BUFFER_DEPTH].Renderbuffer;
563      const gl_format fmt = rb->Format;
564      fb->Visual.haveDepthBuffer = GL_TRUE;
565      fb->Visual.depthBits = _mesa_get_format_bits(fmt, GL_DEPTH_BITS);
566   }
567
568   if (fb->Attachment[BUFFER_STENCIL].Renderbuffer) {
569      const struct gl_renderbuffer *rb =
570         fb->Attachment[BUFFER_STENCIL].Renderbuffer;
571      const gl_format fmt = rb->Format;
572      fb->Visual.haveStencilBuffer = GL_TRUE;
573      fb->Visual.stencilBits = _mesa_get_format_bits(fmt, GL_STENCIL_BITS);
574   }
575
576   if (fb->Attachment[BUFFER_ACCUM].Renderbuffer) {
577      const struct gl_renderbuffer *rb =
578         fb->Attachment[BUFFER_ACCUM].Renderbuffer;
579      const gl_format fmt = rb->Format;
580      fb->Visual.haveAccumBuffer = GL_TRUE;
581      fb->Visual.accumRedBits = _mesa_get_format_bits(fmt, GL_RED_BITS);
582      fb->Visual.accumGreenBits = _mesa_get_format_bits(fmt, GL_GREEN_BITS);
583      fb->Visual.accumBlueBits = _mesa_get_format_bits(fmt, GL_BLUE_BITS);
584      fb->Visual.accumAlphaBits = _mesa_get_format_bits(fmt, GL_ALPHA_BITS);
585   }
586
587   compute_depth_max(fb);
588}
589
590
591/**
592 * Update the framebuffer's _DepthBuffer field using the renderbuffer
593 * found at the given attachment index.
594 *
595 * If that attachment points to a combined GL_DEPTH_STENCIL renderbuffer,
596 * create and install a depth wrapper/adaptor.
597 *
598 * \param fb  the framebuffer whose _DepthBuffer field to update
599 * \param attIndex  indicates the renderbuffer to possibly wrap
600 */
601void
602_mesa_update_depth_buffer(GLcontext *ctx,
603                          struct gl_framebuffer *fb,
604                          GLuint attIndex)
605{
606   struct gl_renderbuffer *depthRb;
607
608   /* only one possiblity for now */
609   ASSERT(attIndex == BUFFER_DEPTH);
610
611   depthRb = fb->Attachment[attIndex].Renderbuffer;
612
613   if (depthRb && depthRb->_BaseFormat == GL_DEPTH_STENCIL) {
614      /* The attached depth buffer is a GL_DEPTH_STENCIL renderbuffer */
615      if (!fb->_DepthBuffer
616          || fb->_DepthBuffer->Wrapped != depthRb
617          || _mesa_get_format_base_format(fb->_DepthBuffer->Format) != GL_DEPTH_COMPONENT) {
618         /* need to update wrapper */
619         struct gl_renderbuffer *wrapper
620            = _mesa_new_z24_renderbuffer_wrapper(ctx, depthRb);
621         _mesa_reference_renderbuffer(&fb->_DepthBuffer, wrapper);
622         ASSERT(fb->_DepthBuffer->Wrapped == depthRb);
623      }
624   }
625   else {
626      /* depthRb may be null */
627      _mesa_reference_renderbuffer(&fb->_DepthBuffer, depthRb);
628   }
629}
630
631
632/**
633 * Update the framebuffer's _StencilBuffer field using the renderbuffer
634 * found at the given attachment index.
635 *
636 * If that attachment points to a combined GL_DEPTH_STENCIL renderbuffer,
637 * create and install a stencil wrapper/adaptor.
638 *
639 * \param fb  the framebuffer whose _StencilBuffer field to update
640 * \param attIndex  indicates the renderbuffer to possibly wrap
641 */
642void
643_mesa_update_stencil_buffer(GLcontext *ctx,
644                            struct gl_framebuffer *fb,
645                            GLuint attIndex)
646{
647   struct gl_renderbuffer *stencilRb;
648
649   ASSERT(attIndex == BUFFER_DEPTH ||
650          attIndex == BUFFER_STENCIL);
651
652   stencilRb = fb->Attachment[attIndex].Renderbuffer;
653
654   if (stencilRb && stencilRb->_BaseFormat == GL_DEPTH_STENCIL) {
655      /* The attached stencil buffer is a GL_DEPTH_STENCIL renderbuffer */
656      if (!fb->_StencilBuffer
657          || fb->_StencilBuffer->Wrapped != stencilRb
658          || _mesa_get_format_base_format(fb->_StencilBuffer->Format) != GL_STENCIL_INDEX) {
659         /* need to update wrapper */
660         struct gl_renderbuffer *wrapper
661            = _mesa_new_s8_renderbuffer_wrapper(ctx, stencilRb);
662         _mesa_reference_renderbuffer(&fb->_StencilBuffer, wrapper);
663         ASSERT(fb->_StencilBuffer->Wrapped == stencilRb);
664      }
665   }
666   else {
667      /* stencilRb may be null */
668      _mesa_reference_renderbuffer(&fb->_StencilBuffer, stencilRb);
669   }
670}
671
672
673/*
674 * Example DrawBuffers scenarios:
675 *
676 * 1. glDrawBuffer(GL_FRONT_AND_BACK), fixed-func or shader writes to
677 * "gl_FragColor" or program writes to the "result.color" register:
678 *
679 *   fragment color output   renderbuffer
680 *   ---------------------   ---------------
681 *   color[0]                Front, Back
682 *
683 *
684 * 2. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]), shader writes to
685 * gl_FragData[i] or program writes to result.color[i] registers:
686 *
687 *   fragment color output   renderbuffer
688 *   ---------------------   ---------------
689 *   color[0]                Front
690 *   color[1]                Aux0
691 *   color[3]                Aux1
692 *
693 *
694 * 3. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]) and shader writes to
695 * gl_FragColor, or fixed function:
696 *
697 *   fragment color output   renderbuffer
698 *   ---------------------   ---------------
699 *   color[0]                Front, Aux0, Aux1
700 *
701 *
702 * In either case, the list of renderbuffers is stored in the
703 * framebuffer->_ColorDrawBuffers[] array and
704 * framebuffer->_NumColorDrawBuffers indicates the number of buffers.
705 * The renderer (like swrast) has to look at the current fragment shader
706 * to see if it writes to gl_FragColor vs. gl_FragData[i] to determine
707 * how to map color outputs to renderbuffers.
708 *
709 * Note that these two calls are equivalent (for fixed function fragment
710 * shading anyway):
711 *   a)  glDrawBuffer(GL_FRONT_AND_BACK);  (assuming non-stereo framebuffer)
712 *   b)  glDrawBuffers(2, [GL_FRONT_LEFT, GL_BACK_LEFT]);
713 */
714
715
716
717
718/**
719 * Update the (derived) list of color drawing renderbuffer pointers.
720 * Later, when we're rendering we'll loop from 0 to _NumColorDrawBuffers
721 * writing colors.
722 */
723static void
724update_color_draw_buffers(GLcontext *ctx, struct gl_framebuffer *fb)
725{
726   GLuint output;
727
728   /* set 0th buffer to NULL now in case _NumColorDrawBuffers is zero */
729   fb->_ColorDrawBuffers[0] = NULL;
730
731   for (output = 0; output < fb->_NumColorDrawBuffers; output++) {
732      GLint buf = fb->_ColorDrawBufferIndexes[output];
733      if (buf >= 0) {
734         fb->_ColorDrawBuffers[output] = fb->Attachment[buf].Renderbuffer;
735      }
736      else {
737         fb->_ColorDrawBuffers[output] = NULL;
738      }
739   }
740}
741
742
743/**
744 * Update the (derived) color read renderbuffer pointer.
745 * Unlike the DrawBuffer, we can only read from one (or zero) color buffers.
746 */
747static void
748update_color_read_buffer(GLcontext *ctx, struct gl_framebuffer *fb)
749{
750   (void) ctx;
751   if (fb->_ColorReadBufferIndex == -1 ||
752       fb->DeletePending ||
753       fb->Width == 0 ||
754       fb->Height == 0) {
755      fb->_ColorReadBuffer = NULL; /* legal! */
756   }
757   else {
758      ASSERT(fb->_ColorReadBufferIndex >= 0);
759      ASSERT(fb->_ColorReadBufferIndex < BUFFER_COUNT);
760      fb->_ColorReadBuffer
761         = fb->Attachment[fb->_ColorReadBufferIndex].Renderbuffer;
762   }
763}
764
765
766/**
767 * Update a gl_framebuffer's derived state.
768 *
769 * Specifically, update these framebuffer fields:
770 *    _ColorDrawBuffers
771 *    _NumColorDrawBuffers
772 *    _ColorReadBuffer
773 *    _DepthBuffer
774 *    _StencilBuffer
775 *
776 * If the framebuffer is user-created, make sure it's complete.
777 *
778 * The following functions (at least) can effect framebuffer state:
779 * glReadBuffer, glDrawBuffer, glDrawBuffersARB, glFramebufferRenderbufferEXT,
780 * glRenderbufferStorageEXT.
781 */
782static void
783update_framebuffer(GLcontext *ctx, struct gl_framebuffer *fb)
784{
785   if (fb->Name == 0) {
786      /* This is a window-system framebuffer */
787      /* Need to update the FB's GL_DRAW_BUFFER state to match the
788       * context state (GL_READ_BUFFER too).
789       */
790      if (fb->ColorDrawBuffer[0] != ctx->Color.DrawBuffer[0]) {
791         _mesa_drawbuffers(ctx, ctx->Const.MaxDrawBuffers,
792                           ctx->Color.DrawBuffer, NULL);
793      }
794      if (fb->ColorReadBuffer != ctx->Pixel.ReadBuffer) {
795
796      }
797   }
798   else {
799      /* This is a user-created framebuffer.
800       * Completeness only matters for user-created framebuffers.
801       */
802      if (fb->_Status != GL_FRAMEBUFFER_COMPLETE) {
803         _mesa_test_framebuffer_completeness(ctx, fb);
804      }
805   }
806
807   /* Strictly speaking, we don't need to update the draw-state
808    * if this FB is bound as ctx->ReadBuffer (and conversely, the
809    * read-state if this FB is bound as ctx->DrawBuffer), but no
810    * harm.
811    */
812   update_color_draw_buffers(ctx, fb);
813   update_color_read_buffer(ctx, fb);
814   _mesa_update_depth_buffer(ctx, fb, BUFFER_DEPTH);
815   _mesa_update_stencil_buffer(ctx, fb, BUFFER_STENCIL);
816
817   compute_depth_max(fb);
818}
819
820
821/**
822 * Update state related to the current draw/read framebuffers.
823 */
824void
825_mesa_update_framebuffer(GLcontext *ctx)
826{
827   struct gl_framebuffer *drawFb;
828   struct gl_framebuffer *readFb;
829
830   assert(ctx);
831   drawFb = ctx->DrawBuffer;
832   readFb = ctx->ReadBuffer;
833
834   update_framebuffer(ctx, drawFb);
835   if (readFb != drawFb)
836      update_framebuffer(ctx, readFb);
837}
838
839
840/**
841 * Check if the renderbuffer for a read operation (glReadPixels, glCopyPixels,
842 * glCopyTex[Sub]Image, etc) exists.
843 * \param format  a basic image format such as GL_RGB, GL_RGBA, GL_ALPHA,
844 *                GL_DEPTH_COMPONENT, etc. or GL_COLOR, GL_DEPTH, GL_STENCIL.
845 * \return GL_TRUE if buffer exists, GL_FALSE otherwise
846 */
847GLboolean
848_mesa_source_buffer_exists(GLcontext *ctx, GLenum format)
849{
850   const struct gl_renderbuffer_attachment *att = ctx->ReadBuffer->Attachment;
851
852   /* If we don't know the framebuffer status, update it now */
853   if (ctx->ReadBuffer->_Status == 0) {
854      _mesa_test_framebuffer_completeness(ctx, ctx->ReadBuffer);
855   }
856
857   if (ctx->ReadBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
858      return GL_FALSE;
859   }
860
861   switch (format) {
862   case GL_COLOR:
863   case GL_RED:
864   case GL_GREEN:
865   case GL_BLUE:
866   case GL_ALPHA:
867   case GL_LUMINANCE:
868   case GL_LUMINANCE_ALPHA:
869   case GL_INTENSITY:
870   case GL_RGB:
871   case GL_BGR:
872   case GL_RGBA:
873   case GL_BGRA:
874   case GL_ABGR_EXT:
875   case GL_COLOR_INDEX:
876      if (ctx->ReadBuffer->_ColorReadBuffer == NULL) {
877         return GL_FALSE;
878      }
879      ASSERT(_mesa_get_format_bits(ctx->ReadBuffer->_ColorReadBuffer->Format, GL_RED_BITS) > 0 ||
880             _mesa_get_format_bits(ctx->ReadBuffer->_ColorReadBuffer->Format, GL_INDEX_BITS) > 0);
881      break;
882   case GL_DEPTH:
883   case GL_DEPTH_COMPONENT:
884      if (!att[BUFFER_DEPTH].Renderbuffer) {
885         return GL_FALSE;
886      }
887      /*ASSERT(att[BUFFER_DEPTH].Renderbuffer->DepthBits > 0);*/
888      break;
889   case GL_STENCIL:
890   case GL_STENCIL_INDEX:
891      if (!att[BUFFER_STENCIL].Renderbuffer) {
892         return GL_FALSE;
893      }
894      /*ASSERT(att[BUFFER_STENCIL].Renderbuffer->StencilBits > 0);*/
895      break;
896   case GL_DEPTH_STENCIL_EXT:
897      if (!att[BUFFER_DEPTH].Renderbuffer ||
898          !att[BUFFER_STENCIL].Renderbuffer) {
899         return GL_FALSE;
900      }
901      /*
902      ASSERT(att[BUFFER_DEPTH].Renderbuffer->DepthBits > 0);
903      ASSERT(att[BUFFER_STENCIL].Renderbuffer->StencilBits > 0);
904      */
905      break;
906   default:
907      _mesa_problem(ctx,
908                    "Unexpected format 0x%x in _mesa_source_buffer_exists",
909                    format);
910      return GL_FALSE;
911   }
912
913   /* OK */
914   return GL_TRUE;
915}
916
917
918/**
919 * As above, but for drawing operations.
920 * XXX could do some code merging w/ above function.
921 */
922GLboolean
923_mesa_dest_buffer_exists(GLcontext *ctx, GLenum format)
924{
925   const struct gl_renderbuffer_attachment *att = ctx->DrawBuffer->Attachment;
926
927   /* If we don't know the framebuffer status, update it now */
928   if (ctx->DrawBuffer->_Status == 0) {
929      _mesa_test_framebuffer_completeness(ctx, ctx->DrawBuffer);
930   }
931
932   if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
933      return GL_FALSE;
934   }
935
936   switch (format) {
937   case GL_COLOR:
938   case GL_RED:
939   case GL_GREEN:
940   case GL_BLUE:
941   case GL_ALPHA:
942   case GL_LUMINANCE:
943   case GL_LUMINANCE_ALPHA:
944   case GL_INTENSITY:
945   case GL_RGB:
946   case GL_BGR:
947   case GL_RGBA:
948   case GL_BGRA:
949   case GL_ABGR_EXT:
950   case GL_COLOR_INDEX:
951      /* Nothing special since GL_DRAW_BUFFER could be GL_NONE. */
952      /* Could assert that colorbuffer has RedBits > 0 */
953      break;
954   case GL_DEPTH:
955   case GL_DEPTH_COMPONENT:
956      if (!att[BUFFER_DEPTH].Renderbuffer) {
957         return GL_FALSE;
958      }
959      /*ASSERT(att[BUFFER_DEPTH].Renderbuffer->DepthBits > 0);*/
960      break;
961   case GL_STENCIL:
962   case GL_STENCIL_INDEX:
963      if (!att[BUFFER_STENCIL].Renderbuffer) {
964         return GL_FALSE;
965      }
966      /*ASSERT(att[BUFFER_STENCIL].Renderbuffer->StencilBits > 0);*/
967      break;
968   case GL_DEPTH_STENCIL_EXT:
969      if (!att[BUFFER_DEPTH].Renderbuffer ||
970          !att[BUFFER_STENCIL].Renderbuffer) {
971         return GL_FALSE;
972      }
973      /*
974      ASSERT(att[BUFFER_DEPTH].Renderbuffer->DepthBits > 0);
975      ASSERT(att[BUFFER_STENCIL].Renderbuffer->StencilBits > 0);
976      */
977      break;
978   default:
979      _mesa_problem(ctx,
980                    "Unexpected format 0x%x in _mesa_dest_buffer_exists",
981                    format);
982      return GL_FALSE;
983   }
984
985   /* OK */
986   return GL_TRUE;
987}
988
989GLenum
990_mesa_get_color_read_format(GLcontext *ctx)
991{
992   switch (ctx->ReadBuffer->_ColorReadBuffer->Format) {
993   case MESA_FORMAT_ARGB8888:
994      return GL_BGRA;
995   case MESA_FORMAT_RGB565:
996      return GL_BGR;
997   default:
998      return GL_RGBA;
999   }
1000}
1001
1002GLenum
1003_mesa_get_color_read_type(GLcontext *ctx)
1004{
1005   switch (ctx->ReadBuffer->_ColorReadBuffer->Format) {
1006   case MESA_FORMAT_ARGB8888:
1007      return GL_UNSIGNED_BYTE;
1008   case MESA_FORMAT_RGB565:
1009      return GL_UNSIGNED_SHORT_5_6_5_REV;
1010   default:
1011      return GL_UNSIGNED_BYTE;
1012   }
1013}
1014