2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
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:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
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.
27 * Functions for allocating/managing framebuffers and renderbuffers.
28 * Also, routines for reading/writing renderbuffer data as ubytes,
29 * ushorts, uints, etc.
36 #include "depthstencil.h"
39 #include "framebuffer.h"
40 #include "renderbuffer.h"
45 * Compute/set the _DepthMax field for the given framebuffer.
46 * This value depends on the Z buffer resolution.
49 compute_depth_max(struct gl_framebuffer
*fb
)
51 if (fb
->Visual
.depthBits
== 0) {
52 /* Special case. Even if we don't have a depth buffer we need
53 * good values for DepthMax for Z vertex transformation purposes
54 * and for per-fragment fog computation.
56 fb
->_DepthMax
= (1 << 16) - 1;
58 else if (fb
->Visual
.depthBits
< 32) {
59 fb
->_DepthMax
= (1 << fb
->Visual
.depthBits
) - 1;
62 /* Special case since shift values greater than or equal to the
63 * number of bits in the left hand expression's type are undefined.
65 fb
->_DepthMax
= 0xffffffff;
67 fb
->_DepthMaxF
= (GLfloat
) fb
->_DepthMax
;
68 fb
->_MRD
= 1.0; /* Minimum resolvable depth value, for polygon offset */
73 * Create and initialize a gl_framebuffer object.
74 * This is intended for creating _window_system_ framebuffers, not generic
75 * framebuffer objects ala GL_EXT_framebuffer_object.
77 * \sa _mesa_new_framebuffer
79 struct gl_framebuffer
*
80 _mesa_create_framebuffer(const GLvisual
*visual
)
82 struct gl_framebuffer
*fb
= CALLOC_STRUCT(gl_framebuffer
);
85 _mesa_initialize_framebuffer(fb
, visual
);
92 * Allocate a new gl_framebuffer object.
93 * This is the default function for ctx->Driver.NewFramebuffer().
94 * This is for allocating user-created framebuffers, not window-system
96 * \sa _mesa_create_framebuffer
98 struct gl_framebuffer
*
99 _mesa_new_framebuffer(GLcontext
*ctx
, GLuint name
)
101 struct gl_framebuffer
*fb
;
104 fb
= CALLOC_STRUCT(gl_framebuffer
);
108 fb
->ColorDrawBuffer
[0] = GL_COLOR_ATTACHMENT0_EXT
;
109 fb
->_ColorDrawBufferMask
[0] = BUFFER_BIT_COLOR0
;
110 fb
->ColorReadBuffer
= GL_COLOR_ATTACHMENT0_EXT
;
111 fb
->_ColorReadBufferIndex
= BUFFER_COLOR0
;
112 fb
->Delete
= _mesa_destroy_framebuffer
;
119 * Initialize a gl_framebuffer object. Typically used to initialize
120 * window system-created framebuffers, not user-created framebuffers.
121 * \sa _mesa_create_framebuffer
124 _mesa_initialize_framebuffer(struct gl_framebuffer
*fb
, const GLvisual
*visual
)
129 _mesa_bzero(fb
, sizeof(struct gl_framebuffer
));
131 _glthread_INIT_MUTEX(fb
->Mutex
);
135 /* save the visual */
136 fb
->Visual
= *visual
;
138 /* Init glRead/DrawBuffer state */
139 if (visual
->doubleBufferMode
) {
140 fb
->ColorDrawBuffer
[0] = GL_BACK
;
141 fb
->_ColorDrawBufferMask
[0] = BUFFER_BIT_BACK_LEFT
;
142 fb
->ColorReadBuffer
= GL_BACK
;
143 fb
->_ColorReadBufferIndex
= BUFFER_BACK_LEFT
;
146 fb
->ColorDrawBuffer
[0] = GL_FRONT
;
147 fb
->_ColorDrawBufferMask
[0] = BUFFER_BIT_FRONT_LEFT
;
148 fb
->ColorReadBuffer
= GL_FRONT
;
149 fb
->_ColorReadBufferIndex
= BUFFER_FRONT_LEFT
;
152 fb
->Delete
= _mesa_destroy_framebuffer
;
153 fb
->_Status
= GL_FRAMEBUFFER_COMPLETE_EXT
;
155 compute_depth_max(fb
);
160 * Deallocate buffer and everything attached to it.
161 * Typically called via the gl_framebuffer->Delete() method.
164 _mesa_destroy_framebuffer(struct gl_framebuffer
*fb
)
167 _mesa_free_framebuffer_data(fb
);
174 * Free all the data hanging off the given gl_framebuffer, but don't free
175 * the gl_framebuffer object itself.
178 _mesa_free_framebuffer_data(struct gl_framebuffer
*fb
)
183 assert(fb
->RefCount
== 0);
185 _glthread_DESTROY_MUTEX(fb
->Mutex
);
187 for (i
= 0; i
< BUFFER_COUNT
; i
++) {
188 struct gl_renderbuffer_attachment
*att
= &fb
->Attachment
[i
];
189 if (att
->Renderbuffer
) {
190 _mesa_reference_renderbuffer(&att
->Renderbuffer
, NULL
);
193 /* render to texture */
194 att
->Texture
->RefCount
--;
195 if (att
->Texture
->RefCount
== 0) {
196 GET_CURRENT_CONTEXT(ctx
);
198 ctx
->Driver
.DeleteTexture(ctx
, att
->Texture
);
206 /* unbind _Depth/_StencilBuffer to decr ref counts */
207 _mesa_reference_renderbuffer(&fb
->_DepthBuffer
, NULL
);
208 _mesa_reference_renderbuffer(&fb
->_StencilBuffer
, NULL
);
213 * Set *ptr to point to fb, with refcounting and locking.
216 _mesa_reference_framebuffer(struct gl_framebuffer
**ptr
,
217 struct gl_framebuffer
*fb
)
225 _mesa_unreference_framebuffer(ptr
);
229 _glthread_LOCK_MUTEX(fb
->Mutex
);
231 _glthread_UNLOCK_MUTEX(fb
->Mutex
);
237 * Undo/remove a reference to a framebuffer object.
238 * Decrement the framebuffer object's reference count and delete it when
239 * the refcount hits zero.
240 * Note: we pass the address of a pointer and set it to NULL.
243 _mesa_unreference_framebuffer(struct gl_framebuffer
**fb
)
247 GLboolean deleteFlag
= GL_FALSE
;
249 _glthread_LOCK_MUTEX((*fb
)->Mutex
);
250 ASSERT((*fb
)->RefCount
> 0);
252 deleteFlag
= ((*fb
)->RefCount
== 0);
253 _glthread_UNLOCK_MUTEX((*fb
)->Mutex
);
266 * Resize the given framebuffer's renderbuffers to the new width and height.
267 * This should only be used for window-system framebuffers, not
268 * user-created renderbuffers (i.e. made with GL_EXT_framebuffer_object).
269 * This will typically be called via ctx->Driver.ResizeBuffers() or directly
270 * from a device driver.
272 * \note it's possible for ctx to be null since a window can be resized
273 * without a currently bound rendering context.
276 _mesa_resize_framebuffer(GLcontext
*ctx
, struct gl_framebuffer
*fb
,
277 GLuint width
, GLuint height
)
281 /* XXX I think we could check if the size is not changing
285 /* For window system framebuffers, Name is zero */
286 assert(fb
->Name
== 0);
288 for (i
= 0; i
< BUFFER_COUNT
; i
++) {
289 struct gl_renderbuffer_attachment
*att
= &fb
->Attachment
[i
];
290 if (att
->Type
== GL_RENDERBUFFER_EXT
&& att
->Renderbuffer
) {
291 struct gl_renderbuffer
*rb
= att
->Renderbuffer
;
292 /* only resize if size is changing */
293 if (rb
->Width
!= width
|| rb
->Height
!= height
) {
294 /* could just as well pass rb->_ActualFormat here */
295 if (rb
->AllocStorage(ctx
, rb
, rb
->InternalFormat
, width
, height
)) {
296 ASSERT(rb
->Width
== width
);
297 ASSERT(rb
->Height
== height
);
300 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "Resizing framebuffer");
307 if (fb
->_DepthBuffer
) {
308 struct gl_renderbuffer
*rb
= fb
->_DepthBuffer
;
309 if (rb
->Width
!= width
|| rb
->Height
!= height
) {
310 if (!rb
->AllocStorage(ctx
, rb
, rb
->InternalFormat
, width
, height
)) {
311 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "Resizing framebuffer");
316 if (fb
->_StencilBuffer
) {
317 struct gl_renderbuffer
*rb
= fb
->_StencilBuffer
;
318 if (rb
->Width
!= width
|| rb
->Height
!= height
) {
319 if (!rb
->AllocStorage(ctx
, rb
, rb
->InternalFormat
, width
, height
)) {
320 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "Resizing framebuffer");
329 /* update scissor / window bounds */
330 _mesa_update_draw_buffer_bounds(ctx
);
331 /* Signal new buffer state so that swrast will update its clipping
332 * info (the CLIP_BIT flag).
334 ctx
->NewState
|= _NEW_BUFFERS
;
340 * Examine all the framebuffer's renderbuffers to update the Width/Height
341 * fields of the framebuffer. If we have renderbuffers with different
342 * sizes, set the framebuffer's width and height to zero.
343 * Note: this is only intended for user-created framebuffers, not
344 * window-system framebuffes.
347 update_framebuffer_size(struct gl_framebuffer
*fb
)
349 GLboolean haveSize
= GL_FALSE
;
352 /* user-created framebuffers only */
355 for (i
= 0; i
< BUFFER_COUNT
; i
++) {
356 struct gl_renderbuffer_attachment
*att
= &fb
->Attachment
[i
];
357 const struct gl_renderbuffer
*rb
= att
->Renderbuffer
;
360 if (rb
->Width
!= fb
->Width
&& rb
->Height
!= fb
->Height
) {
368 fb
->Width
= rb
->Width
;
369 fb
->Height
= rb
->Height
;
378 * Update the context's current drawing buffer's Xmin, Xmax, Ymin, Ymax fields.
379 * These values are computed from the buffer's width and height and
380 * the scissor box, if it's enabled.
381 * \param ctx the GL context.
384 _mesa_update_draw_buffer_bounds(GLcontext
*ctx
)
386 struct gl_framebuffer
*buffer
= ctx
->DrawBuffer
;
392 /* user-created framebuffer size depends on the renderbuffers */
393 update_framebuffer_size(buffer
);
398 buffer
->_Xmax
= buffer
->Width
;
399 buffer
->_Ymax
= buffer
->Height
;
401 if (ctx
->Scissor
.Enabled
) {
402 if (ctx
->Scissor
.X
> buffer
->_Xmin
) {
403 buffer
->_Xmin
= ctx
->Scissor
.X
;
405 if (ctx
->Scissor
.Y
> buffer
->_Ymin
) {
406 buffer
->_Ymin
= ctx
->Scissor
.Y
;
408 if (ctx
->Scissor
.X
+ ctx
->Scissor
.Width
< buffer
->_Xmax
) {
409 buffer
->_Xmax
= ctx
->Scissor
.X
+ ctx
->Scissor
.Width
;
411 if (ctx
->Scissor
.Y
+ ctx
->Scissor
.Height
< buffer
->_Ymax
) {
412 buffer
->_Ymax
= ctx
->Scissor
.Y
+ ctx
->Scissor
.Height
;
414 /* finally, check for empty region */
415 if (buffer
->_Xmin
> buffer
->_Xmax
) {
416 buffer
->_Xmin
= buffer
->_Xmax
;
418 if (buffer
->_Ymin
> buffer
->_Ymax
) {
419 buffer
->_Ymin
= buffer
->_Ymax
;
423 ASSERT(buffer
->_Xmin
<= buffer
->_Xmax
);
424 ASSERT(buffer
->_Ymin
<= buffer
->_Ymax
);
429 * The glGet queries of the framebuffer red/green/blue size, stencil size,
430 * etc. are satisfied by the fields of ctx->DrawBuffer->Visual. These can
431 * change depending on the renderbuffer bindings. This function updates
432 * the given framebuffer's Visual from the current renderbuffer bindings.
434 * This may apply to user-created framebuffers or window system framebuffers.
436 * Also note: ctx->DrawBuffer->Visual.depthBits might not equal
437 * ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer.DepthBits.
438 * The former one is used to convert floating point depth values into
442 _mesa_update_framebuffer_visual(struct gl_framebuffer
*fb
)
446 _mesa_bzero(&fb
->Visual
, sizeof(fb
->Visual
));
447 fb
->Visual
.rgbMode
= GL_TRUE
; /* assume this */
449 #if 0 /* this _might_ be needed */
450 if (fb
->_Status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
451 /* leave visual fields zero'd */
456 /* find first RGB or CI renderbuffer */
457 for (i
= 0; i
< BUFFER_COUNT
; i
++) {
458 if (fb
->Attachment
[i
].Renderbuffer
) {
459 const struct gl_renderbuffer
*rb
= fb
->Attachment
[i
].Renderbuffer
;
460 if (rb
->_BaseFormat
== GL_RGBA
|| rb
->_BaseFormat
== GL_RGB
) {
461 fb
->Visual
.redBits
= rb
->RedBits
;
462 fb
->Visual
.greenBits
= rb
->GreenBits
;
463 fb
->Visual
.blueBits
= rb
->BlueBits
;
464 fb
->Visual
.alphaBits
= rb
->AlphaBits
;
465 fb
->Visual
.rgbBits
= fb
->Visual
.redBits
466 + fb
->Visual
.greenBits
+ fb
->Visual
.blueBits
;
467 fb
->Visual
.floatMode
= GL_FALSE
;
470 else if (rb
->_BaseFormat
== GL_COLOR_INDEX
) {
471 fb
->Visual
.indexBits
= rb
->IndexBits
;
472 fb
->Visual
.rgbMode
= GL_FALSE
;
478 if (fb
->Attachment
[BUFFER_DEPTH
].Renderbuffer
) {
479 fb
->Visual
.haveDepthBuffer
= GL_TRUE
;
481 = fb
->Attachment
[BUFFER_DEPTH
].Renderbuffer
->DepthBits
;
484 if (fb
->Attachment
[BUFFER_STENCIL
].Renderbuffer
) {
485 fb
->Visual
.haveStencilBuffer
= GL_TRUE
;
486 fb
->Visual
.stencilBits
487 = fb
->Attachment
[BUFFER_STENCIL
].Renderbuffer
->StencilBits
;
490 if (fb
->Attachment
[BUFFER_ACCUM
].Renderbuffer
) {
491 fb
->Visual
.haveAccumBuffer
= GL_TRUE
;
492 fb
->Visual
.accumRedBits
493 = fb
->Attachment
[BUFFER_DEPTH
].Renderbuffer
->RedBits
;
494 fb
->Visual
.accumGreenBits
495 = fb
->Attachment
[BUFFER_DEPTH
].Renderbuffer
->GreenBits
;
496 fb
->Visual
.accumBlueBits
497 = fb
->Attachment
[BUFFER_DEPTH
].Renderbuffer
->BlueBits
;
498 fb
->Visual
.accumAlphaBits
499 = fb
->Attachment
[BUFFER_DEPTH
].Renderbuffer
->AlphaBits
;
502 compute_depth_max(fb
);
507 * Update the framebuffer's _DepthBuffer field using the renderbuffer
508 * found at the given attachment index.
510 * If that attachment points to a combined GL_DEPTH_STENCIL renderbuffer,
511 * create and install a depth wrapper/adaptor.
513 * \param fb the framebuffer whose _DepthBuffer field to update
514 * \param attIndex indicates the renderbuffer to possibly wrap
517 _mesa_update_depth_buffer(GLcontext
*ctx
,
518 struct gl_framebuffer
*fb
,
521 struct gl_renderbuffer
*depthRb
;
523 /* only one possiblity for now */
524 ASSERT(attIndex
== BUFFER_DEPTH
);
526 depthRb
= fb
->Attachment
[attIndex
].Renderbuffer
;
528 if (depthRb
&& depthRb
->_ActualFormat
== GL_DEPTH24_STENCIL8_EXT
) {
529 /* The attached depth buffer is a GL_DEPTH_STENCIL renderbuffer */
530 if (!fb
->_DepthBuffer
531 || fb
->_DepthBuffer
->Wrapped
!= depthRb
532 || fb
->_DepthBuffer
->_BaseFormat
!= GL_DEPTH_COMPONENT
) {
533 /* need to update wrapper */
534 struct gl_renderbuffer
*wrapper
535 = _mesa_new_z24_renderbuffer_wrapper(ctx
, depthRb
);
536 _mesa_reference_renderbuffer(&fb
->_DepthBuffer
, wrapper
);
537 ASSERT(fb
->_DepthBuffer
->Wrapped
== depthRb
);
541 /* depthRb may be null */
542 _mesa_reference_renderbuffer(&fb
->_DepthBuffer
, depthRb
);
548 * Update the framebuffer's _StencilBuffer field using the renderbuffer
549 * found at the given attachment index.
551 * If that attachment points to a combined GL_DEPTH_STENCIL renderbuffer,
552 * create and install a stencil wrapper/adaptor.
554 * \param fb the framebuffer whose _StencilBuffer field to update
555 * \param attIndex indicates the renderbuffer to possibly wrap
558 _mesa_update_stencil_buffer(GLcontext
*ctx
,
559 struct gl_framebuffer
*fb
,
562 struct gl_renderbuffer
*stencilRb
;
564 ASSERT(attIndex
== BUFFER_DEPTH
||
565 attIndex
== BUFFER_STENCIL
);
567 stencilRb
= fb
->Attachment
[attIndex
].Renderbuffer
;
569 if (stencilRb
&& stencilRb
->_ActualFormat
== GL_DEPTH24_STENCIL8_EXT
) {
570 /* The attached stencil buffer is a GL_DEPTH_STENCIL renderbuffer */
571 if (!fb
->_StencilBuffer
572 || fb
->_StencilBuffer
->Wrapped
!= stencilRb
573 || fb
->_StencilBuffer
->_BaseFormat
!= GL_STENCIL_INDEX
) {
574 /* need to update wrapper */
575 struct gl_renderbuffer
*wrapper
576 = _mesa_new_s8_renderbuffer_wrapper(ctx
, stencilRb
);
577 _mesa_reference_renderbuffer(&fb
->_StencilBuffer
, wrapper
);
578 ASSERT(fb
->_StencilBuffer
->Wrapped
== stencilRb
);
582 /* stencilRb may be null */
583 _mesa_reference_renderbuffer(&fb
->_StencilBuffer
, stencilRb
);
589 * Update the list of color drawing renderbuffer pointers.
590 * Later, when we're rendering we'll loop from 0 to _NumColorDrawBuffers
594 update_color_draw_buffers(GLcontext
*ctx
, struct gl_framebuffer
*fb
)
599 * Fragment programs can write to multiple colorbuffers with
600 * the GL_ARB_draw_buffers extension.
602 for (output
= 0; output
< ctx
->Const
.MaxDrawBuffers
; output
++) {
603 GLbitfield bufferMask
= fb
->_ColorDrawBufferMask
[output
];
606 if (!fb
->DeletePending
) {
607 /* We need the inner loop here because glDrawBuffer(GL_FRONT_AND_BACK)
608 * can specify writing to two or four color buffers (for example).
610 for (i
= 0; bufferMask
&& i
< BUFFER_COUNT
; i
++) {
611 const GLuint bufferBit
= 1 << i
;
612 if (bufferBit
& bufferMask
) {
613 struct gl_renderbuffer
*rb
= fb
->Attachment
[i
].Renderbuffer
;
614 if (rb
&& rb
->Width
> 0 && rb
->Height
> 0) {
615 fb
->_ColorDrawBuffers
[output
][count
] = rb
;
620 _mesa_warning(ctx, "DrawBuffer names a missing buffer!\n");
623 bufferMask
&= ~bufferBit
;
627 fb
->_NumColorDrawBuffers
[output
] = count
;
633 * Update the color read renderbuffer pointer.
634 * Unlike the DrawBuffer, we can only read from one (or zero) color buffers.
637 update_color_read_buffer(GLcontext
*ctx
, struct gl_framebuffer
*fb
)
640 if (fb
->_ColorReadBufferIndex
== -1 ||
644 fb
->_ColorReadBuffer
= NULL
; /* legal! */
647 ASSERT(fb
->_ColorReadBufferIndex
>= 0);
648 ASSERT(fb
->_ColorReadBufferIndex
< BUFFER_COUNT
);
650 = fb
->Attachment
[fb
->_ColorReadBufferIndex
].Renderbuffer
;
656 * Update state related to the current draw/read framebuffers.
657 * Specifically, update these framebuffer fields:
659 * _NumColorDrawBuffers
663 * If the current framebuffer is user-created, make sure it's complete.
664 * The following functions can effect this state: glReadBuffer,
665 * glDrawBuffer, glDrawBuffersARB, glFramebufferRenderbufferEXT,
666 * glRenderbufferStorageEXT.
669 _mesa_update_framebuffer(GLcontext
*ctx
)
671 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
673 /* Completeness only matters for user-created framebuffers */
675 _mesa_test_framebuffer_completeness(ctx
, fb
);
676 _mesa_update_framebuffer_visual(fb
);
679 update_color_draw_buffers(ctx
, fb
);
680 update_color_read_buffer(ctx
, fb
);
681 _mesa_update_depth_buffer(ctx
, fb
, BUFFER_DEPTH
);
682 _mesa_update_stencil_buffer(ctx
, fb
, BUFFER_STENCIL
);
684 compute_depth_max(fb
);
689 * Check if the renderbuffer for a read operation (glReadPixels, glCopyPixels,
690 * glCopyTex[Sub]Image, etc. exists.
691 * \param format a basic image format such as GL_RGB, GL_RGBA, GL_ALPHA,
692 * GL_DEPTH_COMPONENT, etc. or GL_COLOR, GL_DEPTH, GL_STENCIL.
693 * \return GL_TRUE if buffer exists, GL_FALSE otherwise
696 _mesa_source_buffer_exists(GLcontext
*ctx
, GLenum format
)
698 const struct gl_renderbuffer_attachment
*att
699 = ctx
->ReadBuffer
->Attachment
;
701 if (ctx
->ReadBuffer
->_Status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
712 case GL_LUMINANCE_ALPHA
:
720 if (ctx
->ReadBuffer
->_ColorReadBuffer
== NULL
) {
723 /* XXX enable this post 6.5 release:
724 ASSERT(ctx->ReadBuffer->_ColorReadBuffer->RedBits > 0 ||
725 ctx->ReadBuffer->_ColorReadBuffer->IndexBits > 0);
729 case GL_DEPTH_COMPONENT
:
730 if (!att
[BUFFER_DEPTH
].Renderbuffer
) {
733 ASSERT(att
[BUFFER_DEPTH
].Renderbuffer
->DepthBits
> 0);
736 case GL_STENCIL_INDEX
:
737 if (!att
[BUFFER_STENCIL
].Renderbuffer
) {
740 ASSERT(att
[BUFFER_STENCIL
].Renderbuffer
->StencilBits
> 0);
742 case GL_DEPTH_STENCIL_EXT
:
743 if (!att
[BUFFER_DEPTH
].Renderbuffer
||
744 !att
[BUFFER_STENCIL
].Renderbuffer
) {
747 ASSERT(att
[BUFFER_DEPTH
].Renderbuffer
->DepthBits
> 0);
748 ASSERT(att
[BUFFER_STENCIL
].Renderbuffer
->StencilBits
> 0);
752 "Unexpected format 0x%x in _mesa_source_buffer_exists",
763 * As above, but for drawing operations.
764 * XXX code do some code merging w/ above function.
767 _mesa_dest_buffer_exists(GLcontext
*ctx
, GLenum format
)
769 const struct gl_renderbuffer_attachment
*att
770 = ctx
->ReadBuffer
->Attachment
;
772 if (ctx
->DrawBuffer
->_Status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
783 case GL_LUMINANCE_ALPHA
:
791 /* nothing special */
792 /* Could assert that colorbuffer has RedBits > 0 */
795 case GL_DEPTH_COMPONENT
:
796 if (!att
[BUFFER_DEPTH
].Renderbuffer
) {
799 ASSERT(att
[BUFFER_DEPTH
].Renderbuffer
->DepthBits
> 0);
802 case GL_STENCIL_INDEX
:
803 if (!att
[BUFFER_STENCIL
].Renderbuffer
) {
806 ASSERT(att
[BUFFER_STENCIL
].Renderbuffer
->StencilBits
> 0);
808 case GL_DEPTH_STENCIL_EXT
:
809 if (!att
[BUFFER_DEPTH
].Renderbuffer
||
810 !att
[BUFFER_STENCIL
].Renderbuffer
) {
813 ASSERT(att
[BUFFER_DEPTH
].Renderbuffer
->DepthBits
> 0);
814 ASSERT(att
[BUFFER_STENCIL
].Renderbuffer
->StencilBits
> 0);
818 "Unexpected format 0x%x in _mesa_source_buffer_exists",