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