2 * Mesa 3-D graphics library
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * 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.
43 #include "framebuffer.h"
44 #include "renderbuffer.h"
46 #include "glformats.h"
51 * Compute/set the _DepthMax field for the given framebuffer.
52 * This value depends on the Z buffer resolution.
55 compute_depth_max(struct gl_framebuffer
*fb
)
57 if (fb
->Visual
.depthBits
== 0) {
58 /* Special case. Even if we don't have a depth buffer we need
59 * good values for DepthMax for Z vertex transformation purposes
60 * and for per-fragment fog computation.
62 fb
->_DepthMax
= (1 << 16) - 1;
64 else if (fb
->Visual
.depthBits
< 32) {
65 fb
->_DepthMax
= (1 << fb
->Visual
.depthBits
) - 1;
68 /* Special case since shift values greater than or equal to the
69 * number of bits in the left hand expression's type are undefined.
71 fb
->_DepthMax
= 0xffffffff;
73 fb
->_DepthMaxF
= (GLfloat
) fb
->_DepthMax
;
75 /* Minimum resolvable depth value, for polygon offset */
76 fb
->_MRD
= (GLfloat
)1.0 / fb
->_DepthMaxF
;
80 * Create and initialize a gl_framebuffer object.
81 * This is intended for creating _window_system_ framebuffers, not generic
82 * framebuffer objects ala GL_EXT_framebuffer_object.
84 * \sa _mesa_new_framebuffer
86 struct gl_framebuffer
*
87 _mesa_create_framebuffer(const struct gl_config
*visual
)
89 struct gl_framebuffer
*fb
= CALLOC_STRUCT(gl_framebuffer
);
92 _mesa_initialize_window_framebuffer(fb
, visual
);
99 * Allocate a new gl_framebuffer object.
100 * This is the default function for ctx->Driver.NewFramebuffer().
101 * This is for allocating user-created framebuffers, not window-system
103 * \sa _mesa_create_framebuffer
105 struct gl_framebuffer
*
106 _mesa_new_framebuffer(struct gl_context
*ctx
, GLuint name
)
108 struct gl_framebuffer
*fb
;
111 fb
= CALLOC_STRUCT(gl_framebuffer
);
113 _mesa_initialize_user_framebuffer(fb
, name
);
120 * Initialize a gl_framebuffer object. Typically used to initialize
121 * window system-created framebuffers, not user-created framebuffers.
122 * \sa _mesa_initialize_user_framebuffer
125 _mesa_initialize_window_framebuffer(struct gl_framebuffer
*fb
,
126 const struct gl_config
*visual
)
131 memset(fb
, 0, sizeof(struct gl_framebuffer
));
133 _glthread_INIT_MUTEX(fb
->Mutex
);
137 /* save the visual */
138 fb
->Visual
= *visual
;
140 /* Init read/draw renderbuffer state */
141 if (visual
->doubleBufferMode
) {
142 fb
->_NumColorDrawBuffers
= 1;
143 fb
->ColorDrawBuffer
[0] = GL_BACK
;
144 fb
->_ColorDrawBufferIndexes
[0] = BUFFER_BACK_LEFT
;
145 fb
->ColorReadBuffer
= GL_BACK
;
146 fb
->_ColorReadBufferIndex
= BUFFER_BACK_LEFT
;
149 fb
->_NumColorDrawBuffers
= 1;
150 fb
->ColorDrawBuffer
[0] = GL_FRONT
;
151 fb
->_ColorDrawBufferIndexes
[0] = BUFFER_FRONT_LEFT
;
152 fb
->ColorReadBuffer
= GL_FRONT
;
153 fb
->_ColorReadBufferIndex
= BUFFER_FRONT_LEFT
;
156 fb
->Delete
= _mesa_destroy_framebuffer
;
157 fb
->_Status
= GL_FRAMEBUFFER_COMPLETE_EXT
;
158 fb
->_AllColorBuffersFixedPoint
= !visual
->floatMode
;
159 fb
->_HasSNormOrFloatColorBuffer
= visual
->floatMode
;
161 compute_depth_max(fb
);
166 * Initialize a user-created gl_framebuffer object.
167 * \sa _mesa_initialize_window_framebuffer
170 _mesa_initialize_user_framebuffer(struct gl_framebuffer
*fb
, GLuint name
)
175 memset(fb
, 0, sizeof(struct gl_framebuffer
));
179 fb
->_NumColorDrawBuffers
= 1;
180 fb
->ColorDrawBuffer
[0] = GL_COLOR_ATTACHMENT0_EXT
;
181 fb
->_ColorDrawBufferIndexes
[0] = BUFFER_COLOR0
;
182 fb
->ColorReadBuffer
= GL_COLOR_ATTACHMENT0_EXT
;
183 fb
->_ColorReadBufferIndex
= BUFFER_COLOR0
;
184 fb
->Delete
= _mesa_destroy_framebuffer
;
185 _glthread_INIT_MUTEX(fb
->Mutex
);
190 * Deallocate buffer and everything attached to it.
191 * Typically called via the gl_framebuffer->Delete() method.
194 _mesa_destroy_framebuffer(struct gl_framebuffer
*fb
)
197 _mesa_free_framebuffer_data(fb
);
205 * Free all the data hanging off the given gl_framebuffer, but don't free
206 * the gl_framebuffer object itself.
209 _mesa_free_framebuffer_data(struct gl_framebuffer
*fb
)
214 assert(fb
->RefCount
== 0);
216 _glthread_DESTROY_MUTEX(fb
->Mutex
);
218 for (i
= 0; i
< BUFFER_COUNT
; i
++) {
219 struct gl_renderbuffer_attachment
*att
= &fb
->Attachment
[i
];
220 if (att
->Renderbuffer
) {
221 _mesa_reference_renderbuffer(&att
->Renderbuffer
, NULL
);
224 _mesa_reference_texobj(&att
->Texture
, NULL
);
226 ASSERT(!att
->Renderbuffer
);
227 ASSERT(!att
->Texture
);
234 * Set *ptr to point to fb, with refcounting and locking.
235 * This is normally only called from the _mesa_reference_framebuffer() macro
236 * when there's a real pointer change.
239 _mesa_reference_framebuffer_(struct gl_framebuffer
**ptr
,
240 struct gl_framebuffer
*fb
)
243 /* unreference old renderbuffer */
244 GLboolean deleteFlag
= GL_FALSE
;
245 struct gl_framebuffer
*oldFb
= *ptr
;
247 _glthread_LOCK_MUTEX(oldFb
->Mutex
);
248 ASSERT(oldFb
->RefCount
> 0);
250 deleteFlag
= (oldFb
->RefCount
== 0);
251 _glthread_UNLOCK_MUTEX(oldFb
->Mutex
);
254 oldFb
->Delete(oldFb
);
261 _glthread_LOCK_MUTEX(fb
->Mutex
);
263 _glthread_UNLOCK_MUTEX(fb
->Mutex
);
270 * Resize the given framebuffer's renderbuffers to the new width and height.
271 * This should only be used for window-system framebuffers, not
272 * user-created renderbuffers (i.e. made with GL_EXT_framebuffer_object).
273 * This will typically be called via ctx->Driver.ResizeBuffers() or directly
274 * from a device driver.
276 * \note it's possible for ctx to be null since a window can be resized
277 * without a currently bound rendering context.
280 _mesa_resize_framebuffer(struct gl_context
*ctx
, struct gl_framebuffer
*fb
,
281 GLuint width
, GLuint height
)
285 /* XXX I think we could check if the size is not changing
289 /* Can only resize win-sys framebuffer objects */
290 assert(_mesa_is_winsys_fbo(fb
));
292 for (i
= 0; i
< BUFFER_COUNT
; i
++) {
293 struct gl_renderbuffer_attachment
*att
= &fb
->Attachment
[i
];
294 if (att
->Type
== GL_RENDERBUFFER_EXT
&& att
->Renderbuffer
) {
295 struct gl_renderbuffer
*rb
= att
->Renderbuffer
;
296 /* only resize if size is changing */
297 if (rb
->Width
!= width
|| rb
->Height
!= height
) {
298 if (rb
->AllocStorage(ctx
, rb
, rb
->InternalFormat
, width
, height
)) {
299 ASSERT(rb
->Width
== width
);
300 ASSERT(rb
->Height
== height
);
303 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "Resizing framebuffer");
314 /* update scissor / window bounds */
315 _mesa_update_draw_buffer_bounds(ctx
);
316 /* Signal new buffer state so that swrast will update its clipping
317 * info (the CLIP_BIT flag).
319 ctx
->NewState
|= _NEW_BUFFERS
;
324 * Examine all the framebuffer's renderbuffers to update the Width/Height
325 * fields of the framebuffer. If we have renderbuffers with different
326 * sizes, set the framebuffer's width and height to the min size.
327 * Note: this is only intended for user-created framebuffers, not
328 * window-system framebuffes.
331 update_framebuffer_size(struct gl_context
*ctx
, struct gl_framebuffer
*fb
)
333 GLuint minWidth
= ~0, minHeight
= ~0;
336 /* user-created framebuffers only */
337 assert(_mesa_is_user_fbo(fb
));
339 for (i
= 0; i
< BUFFER_COUNT
; i
++) {
340 struct gl_renderbuffer_attachment
*att
= &fb
->Attachment
[i
];
341 const struct gl_renderbuffer
*rb
= att
->Renderbuffer
;
343 minWidth
= MIN2(minWidth
, rb
->Width
);
344 minHeight
= MIN2(minHeight
, rb
->Height
);
348 if (minWidth
!= ~0) {
349 fb
->Width
= minWidth
;
350 fb
->Height
= minHeight
;
360 * Update the context's current drawing buffer's Xmin, Xmax, Ymin, Ymax fields.
361 * These values are computed from the buffer's width and height and
362 * the scissor box, if it's enabled.
363 * \param ctx the GL context.
366 _mesa_update_draw_buffer_bounds(struct gl_context
*ctx
)
368 struct gl_framebuffer
*buffer
= ctx
->DrawBuffer
;
373 if (_mesa_is_user_fbo(buffer
)) {
374 /* user-created framebuffer size depends on the renderbuffers */
375 update_framebuffer_size(ctx
, buffer
);
380 buffer
->_Xmax
= buffer
->Width
;
381 buffer
->_Ymax
= buffer
->Height
;
383 if (ctx
->Scissor
.Enabled
) {
384 if (ctx
->Scissor
.X
> buffer
->_Xmin
) {
385 buffer
->_Xmin
= ctx
->Scissor
.X
;
387 if (ctx
->Scissor
.Y
> buffer
->_Ymin
) {
388 buffer
->_Ymin
= ctx
->Scissor
.Y
;
390 if (ctx
->Scissor
.X
+ ctx
->Scissor
.Width
< buffer
->_Xmax
) {
391 buffer
->_Xmax
= ctx
->Scissor
.X
+ ctx
->Scissor
.Width
;
393 if (ctx
->Scissor
.Y
+ ctx
->Scissor
.Height
< buffer
->_Ymax
) {
394 buffer
->_Ymax
= ctx
->Scissor
.Y
+ ctx
->Scissor
.Height
;
396 /* finally, check for empty region */
397 if (buffer
->_Xmin
> buffer
->_Xmax
) {
398 buffer
->_Xmin
= buffer
->_Xmax
;
400 if (buffer
->_Ymin
> buffer
->_Ymax
) {
401 buffer
->_Ymin
= buffer
->_Ymax
;
405 ASSERT(buffer
->_Xmin
<= buffer
->_Xmax
);
406 ASSERT(buffer
->_Ymin
<= buffer
->_Ymax
);
411 * The glGet queries of the framebuffer red/green/blue size, stencil size,
412 * etc. are satisfied by the fields of ctx->DrawBuffer->Visual. These can
413 * change depending on the renderbuffer bindings. This function updates
414 * the given framebuffer's Visual from the current renderbuffer bindings.
416 * This may apply to user-created framebuffers or window system framebuffers.
418 * Also note: ctx->DrawBuffer->Visual.depthBits might not equal
419 * ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer.DepthBits.
420 * The former one is used to convert floating point depth values into
424 _mesa_update_framebuffer_visual(struct gl_context
*ctx
,
425 struct gl_framebuffer
*fb
)
429 memset(&fb
->Visual
, 0, sizeof(fb
->Visual
));
430 fb
->Visual
.rgbMode
= GL_TRUE
; /* assume this */
432 #if 0 /* this _might_ be needed */
433 if (fb
->_Status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
434 /* leave visual fields zero'd */
439 /* find first RGB renderbuffer */
440 for (i
= 0; i
< BUFFER_COUNT
; i
++) {
441 if (fb
->Attachment
[i
].Renderbuffer
) {
442 const struct gl_renderbuffer
*rb
= fb
->Attachment
[i
].Renderbuffer
;
443 const GLenum baseFormat
= _mesa_get_format_base_format(rb
->Format
);
444 const gl_format fmt
= rb
->Format
;
446 /* Grab samples and sampleBuffers from any attachment point (assuming
447 * the framebuffer is complete, we'll get the same answer from all
450 fb
->Visual
.samples
= rb
->NumSamples
;
451 fb
->Visual
.sampleBuffers
= rb
->NumSamples
> 0 ? 1 : 0;
453 if (_mesa_is_legal_color_format(ctx
, baseFormat
)) {
454 fb
->Visual
.redBits
= _mesa_get_format_bits(fmt
, GL_RED_BITS
);
455 fb
->Visual
.greenBits
= _mesa_get_format_bits(fmt
, GL_GREEN_BITS
);
456 fb
->Visual
.blueBits
= _mesa_get_format_bits(fmt
, GL_BLUE_BITS
);
457 fb
->Visual
.alphaBits
= _mesa_get_format_bits(fmt
, GL_ALPHA_BITS
);
458 fb
->Visual
.rgbBits
= fb
->Visual
.redBits
459 + fb
->Visual
.greenBits
+ fb
->Visual
.blueBits
;
460 if (_mesa_get_format_color_encoding(fmt
) == GL_SRGB
)
461 fb
->Visual
.sRGBCapable
= ctx
->Extensions
.EXT_framebuffer_sRGB
;
467 fb
->Visual
.floatMode
= GL_FALSE
;
468 for (i
= 0; i
< BUFFER_COUNT
; i
++) {
469 if (fb
->Attachment
[i
].Renderbuffer
) {
470 const struct gl_renderbuffer
*rb
= fb
->Attachment
[i
].Renderbuffer
;
471 const gl_format fmt
= rb
->Format
;
473 if (_mesa_get_format_datatype(fmt
) == GL_FLOAT
) {
474 fb
->Visual
.floatMode
= GL_TRUE
;
480 if (fb
->Attachment
[BUFFER_DEPTH
].Renderbuffer
) {
481 const struct gl_renderbuffer
*rb
=
482 fb
->Attachment
[BUFFER_DEPTH
].Renderbuffer
;
483 const gl_format fmt
= rb
->Format
;
484 fb
->Visual
.haveDepthBuffer
= GL_TRUE
;
485 fb
->Visual
.depthBits
= _mesa_get_format_bits(fmt
, GL_DEPTH_BITS
);
488 if (fb
->Attachment
[BUFFER_STENCIL
].Renderbuffer
) {
489 const struct gl_renderbuffer
*rb
=
490 fb
->Attachment
[BUFFER_STENCIL
].Renderbuffer
;
491 const gl_format fmt
= rb
->Format
;
492 fb
->Visual
.haveStencilBuffer
= GL_TRUE
;
493 fb
->Visual
.stencilBits
= _mesa_get_format_bits(fmt
, GL_STENCIL_BITS
);
496 if (fb
->Attachment
[BUFFER_ACCUM
].Renderbuffer
) {
497 const struct gl_renderbuffer
*rb
=
498 fb
->Attachment
[BUFFER_ACCUM
].Renderbuffer
;
499 const gl_format fmt
= rb
->Format
;
500 fb
->Visual
.haveAccumBuffer
= GL_TRUE
;
501 fb
->Visual
.accumRedBits
= _mesa_get_format_bits(fmt
, GL_RED_BITS
);
502 fb
->Visual
.accumGreenBits
= _mesa_get_format_bits(fmt
, GL_GREEN_BITS
);
503 fb
->Visual
.accumBlueBits
= _mesa_get_format_bits(fmt
, GL_BLUE_BITS
);
504 fb
->Visual
.accumAlphaBits
= _mesa_get_format_bits(fmt
, GL_ALPHA_BITS
);
507 compute_depth_max(fb
);
512 * Example DrawBuffers scenarios:
514 * 1. glDrawBuffer(GL_FRONT_AND_BACK), fixed-func or shader writes to
515 * "gl_FragColor" or program writes to the "result.color" register:
517 * fragment color output renderbuffer
518 * --------------------- ---------------
519 * color[0] Front, Back
522 * 2. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]), shader writes to
523 * gl_FragData[i] or program writes to result.color[i] registers:
525 * fragment color output renderbuffer
526 * --------------------- ---------------
532 * 3. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]) and shader writes to
533 * gl_FragColor, or fixed function:
535 * fragment color output renderbuffer
536 * --------------------- ---------------
537 * color[0] Front, Aux0, Aux1
540 * In either case, the list of renderbuffers is stored in the
541 * framebuffer->_ColorDrawBuffers[] array and
542 * framebuffer->_NumColorDrawBuffers indicates the number of buffers.
543 * The renderer (like swrast) has to look at the current fragment shader
544 * to see if it writes to gl_FragColor vs. gl_FragData[i] to determine
545 * how to map color outputs to renderbuffers.
547 * Note that these two calls are equivalent (for fixed function fragment
549 * a) glDrawBuffer(GL_FRONT_AND_BACK); (assuming non-stereo framebuffer)
550 * b) glDrawBuffers(2, [GL_FRONT_LEFT, GL_BACK_LEFT]);
557 * Update the (derived) list of color drawing renderbuffer pointers.
558 * Later, when we're rendering we'll loop from 0 to _NumColorDrawBuffers
562 update_color_draw_buffers(struct gl_context
*ctx
, struct gl_framebuffer
*fb
)
566 /* set 0th buffer to NULL now in case _NumColorDrawBuffers is zero */
567 fb
->_ColorDrawBuffers
[0] = NULL
;
569 for (output
= 0; output
< fb
->_NumColorDrawBuffers
; output
++) {
570 GLint buf
= fb
->_ColorDrawBufferIndexes
[output
];
572 fb
->_ColorDrawBuffers
[output
] = fb
->Attachment
[buf
].Renderbuffer
;
575 fb
->_ColorDrawBuffers
[output
] = NULL
;
582 * Update the (derived) color read renderbuffer pointer.
583 * Unlike the DrawBuffer, we can only read from one (or zero) color buffers.
586 update_color_read_buffer(struct gl_context
*ctx
, struct gl_framebuffer
*fb
)
589 if (fb
->_ColorReadBufferIndex
== -1 ||
593 fb
->_ColorReadBuffer
= NULL
; /* legal! */
596 ASSERT(fb
->_ColorReadBufferIndex
>= 0);
597 ASSERT(fb
->_ColorReadBufferIndex
< BUFFER_COUNT
);
599 = fb
->Attachment
[fb
->_ColorReadBufferIndex
].Renderbuffer
;
605 * Update a gl_framebuffer's derived state.
607 * Specifically, update these framebuffer fields:
609 * _NumColorDrawBuffers
612 * If the framebuffer is user-created, make sure it's complete.
614 * The following functions (at least) can effect framebuffer state:
615 * glReadBuffer, glDrawBuffer, glDrawBuffersARB, glFramebufferRenderbufferEXT,
616 * glRenderbufferStorageEXT.
619 update_framebuffer(struct gl_context
*ctx
, struct gl_framebuffer
*fb
)
621 if (_mesa_is_winsys_fbo(fb
)) {
622 /* This is a window-system framebuffer */
623 /* Need to update the FB's GL_DRAW_BUFFER state to match the
624 * context state (GL_READ_BUFFER too).
626 if (fb
->ColorDrawBuffer
[0] != ctx
->Color
.DrawBuffer
[0]) {
627 _mesa_drawbuffers(ctx
, ctx
->Const
.MaxDrawBuffers
,
628 ctx
->Color
.DrawBuffer
, NULL
);
632 /* This is a user-created framebuffer.
633 * Completeness only matters for user-created framebuffers.
635 if (fb
->_Status
!= GL_FRAMEBUFFER_COMPLETE
) {
636 _mesa_test_framebuffer_completeness(ctx
, fb
);
640 /* Strictly speaking, we don't need to update the draw-state
641 * if this FB is bound as ctx->ReadBuffer (and conversely, the
642 * read-state if this FB is bound as ctx->DrawBuffer), but no
645 update_color_draw_buffers(ctx
, fb
);
646 update_color_read_buffer(ctx
, fb
);
648 compute_depth_max(fb
);
653 * Update state related to the current draw/read framebuffers.
656 _mesa_update_framebuffer(struct gl_context
*ctx
)
658 struct gl_framebuffer
*drawFb
;
659 struct gl_framebuffer
*readFb
;
662 drawFb
= ctx
->DrawBuffer
;
663 readFb
= ctx
->ReadBuffer
;
665 update_framebuffer(ctx
, drawFb
);
666 if (readFb
!= drawFb
)
667 update_framebuffer(ctx
, readFb
);
669 _mesa_update_clamp_vertex_color(ctx
);
670 _mesa_update_clamp_fragment_color(ctx
);
675 * Check if the renderbuffer for a read/draw operation exists.
676 * \param format a basic image format such as GL_RGB, GL_RGBA, GL_ALPHA,
677 * GL_DEPTH_COMPONENT, etc. or GL_COLOR, GL_DEPTH, GL_STENCIL.
678 * \param reading if TRUE, we're going to read from the buffer,
679 if FALSE, we're going to write to the buffer.
680 * \return GL_TRUE if buffer exists, GL_FALSE otherwise
683 renderbuffer_exists(struct gl_context
*ctx
,
684 struct gl_framebuffer
*fb
,
688 const struct gl_renderbuffer_attachment
*att
= fb
->Attachment
;
690 /* If we don't know the framebuffer status, update it now */
691 if (fb
->_Status
== 0) {
692 _mesa_test_framebuffer_completeness(ctx
, fb
);
695 if (fb
->_Status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
706 case GL_LUMINANCE_ALPHA
:
714 case GL_RED_INTEGER_EXT
:
716 case GL_GREEN_INTEGER_EXT
:
717 case GL_BLUE_INTEGER_EXT
:
718 case GL_ALPHA_INTEGER_EXT
:
719 case GL_RGB_INTEGER_EXT
:
720 case GL_RGBA_INTEGER_EXT
:
721 case GL_BGR_INTEGER_EXT
:
722 case GL_BGRA_INTEGER_EXT
:
723 case GL_LUMINANCE_INTEGER_EXT
:
724 case GL_LUMINANCE_ALPHA_INTEGER_EXT
:
726 /* about to read from a color buffer */
727 const struct gl_renderbuffer
*readBuf
= fb
->_ColorReadBuffer
;
731 ASSERT(_mesa_get_format_bits(readBuf
->Format
, GL_RED_BITS
) > 0 ||
732 _mesa_get_format_bits(readBuf
->Format
, GL_ALPHA_BITS
) > 0 ||
733 _mesa_get_format_bits(readBuf
->Format
, GL_TEXTURE_LUMINANCE_SIZE
) > 0 ||
734 _mesa_get_format_bits(readBuf
->Format
, GL_TEXTURE_INTENSITY_SIZE
) > 0 ||
735 _mesa_get_format_bits(readBuf
->Format
, GL_INDEX_BITS
) > 0);
738 /* about to draw to zero or more color buffers (none is OK) */
743 case GL_DEPTH_COMPONENT
:
744 if (att
[BUFFER_DEPTH
].Type
== GL_NONE
) {
749 case GL_STENCIL_INDEX
:
750 if (att
[BUFFER_STENCIL
].Type
== GL_NONE
) {
754 case GL_DEPTH_STENCIL_EXT
:
755 if (att
[BUFFER_DEPTH
].Type
== GL_NONE
||
756 att
[BUFFER_STENCIL
].Type
== GL_NONE
) {
762 "Unexpected format 0x%x in renderbuffer_exists",
773 * Check if the renderbuffer for a read operation (glReadPixels, glCopyPixels,
774 * glCopyTex[Sub]Image, etc) exists.
775 * \param format a basic image format such as GL_RGB, GL_RGBA, GL_ALPHA,
776 * GL_DEPTH_COMPONENT, etc. or GL_COLOR, GL_DEPTH, GL_STENCIL.
777 * \return GL_TRUE if buffer exists, GL_FALSE otherwise
780 _mesa_source_buffer_exists(struct gl_context
*ctx
, GLenum format
)
782 return renderbuffer_exists(ctx
, ctx
->ReadBuffer
, format
, GL_TRUE
);
787 * As above, but for drawing operations.
790 _mesa_dest_buffer_exists(struct gl_context
*ctx
, GLenum format
)
792 return renderbuffer_exists(ctx
, ctx
->DrawBuffer
, format
, GL_FALSE
);
797 * Used to answer the GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES query.
800 _mesa_get_color_read_format(struct gl_context
*ctx
)
802 if (!ctx
->ReadBuffer
|| !ctx
->ReadBuffer
->_ColorReadBuffer
) {
803 /* The spec is unclear how to handle this case, but NVIDIA's
804 * driver generates GL_INVALID_OPERATION.
806 _mesa_error(ctx
, GL_INVALID_OPERATION
,
807 "glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT: "
808 "no GL_READ_BUFFER)");
812 const GLenum format
= ctx
->ReadBuffer
->_ColorReadBuffer
->Format
;
813 const GLenum data_type
= _mesa_get_format_datatype(format
);
815 if (format
== MESA_FORMAT_ARGB8888
)
817 else if (format
== MESA_FORMAT_RGB565
)
821 case GL_UNSIGNED_INT
:
823 return GL_RGBA_INTEGER
;
832 * Used to answer the GL_IMPLEMENTATION_COLOR_READ_TYPE_OES query.
835 _mesa_get_color_read_type(struct gl_context
*ctx
)
837 if (!ctx
->ReadBuffer
|| !ctx
->ReadBuffer
->_ColorReadBuffer
) {
838 /* The spec is unclear how to handle this case, but NVIDIA's
839 * driver generates GL_INVALID_OPERATION.
841 _mesa_error(ctx
, GL_INVALID_OPERATION
,
842 "glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE: "
843 "no GL_READ_BUFFER)");
847 const GLenum format
= ctx
->ReadBuffer
->_ColorReadBuffer
->Format
;
848 const GLenum data_type
= _mesa_get_format_datatype(format
);
850 if (format
== MESA_FORMAT_RGB565
)
851 return GL_UNSIGNED_SHORT_5_6_5_REV
;
854 case GL_SIGNED_NORMALIZED
:
856 case GL_UNSIGNED_INT
:
860 case GL_UNSIGNED_NORMALIZED
:
862 return GL_UNSIGNED_BYTE
;
869 * Returns the read renderbuffer for the specified format.
871 struct gl_renderbuffer
*
872 _mesa_get_read_renderbuffer_for_format(const struct gl_context
*ctx
,
875 const struct gl_framebuffer
*rfb
= ctx
->ReadBuffer
;
877 if (_mesa_is_color_format(format
)) {
878 return rfb
->Attachment
[rfb
->_ColorReadBufferIndex
].Renderbuffer
;
879 } else if (_mesa_is_depth_format(format
) ||
880 _mesa_is_depthstencil_format(format
)) {
881 return rfb
->Attachment
[BUFFER_DEPTH
].Renderbuffer
;
883 return rfb
->Attachment
[BUFFER_STENCIL
].Renderbuffer
;
889 * Print framebuffer info to stderr, for debugging.
892 _mesa_print_framebuffer(const struct gl_framebuffer
*fb
)
896 fprintf(stderr
, "Mesa Framebuffer %u at %p\n", fb
->Name
, (void *) fb
);
897 fprintf(stderr
, " Size: %u x %u Status: %s\n", fb
->Width
, fb
->Height
,
898 _mesa_lookup_enum_by_nr(fb
->_Status
));
899 fprintf(stderr
, " Attachments:\n");
901 for (i
= 0; i
< BUFFER_COUNT
; i
++) {
902 const struct gl_renderbuffer_attachment
*att
= &fb
->Attachment
[i
];
903 if (att
->Type
== GL_TEXTURE
) {
904 const struct gl_texture_image
*texImage
= att
->Renderbuffer
->TexImage
;
906 " %2d: Texture %u, level %u, face %u, slice %u, complete %d\n",
907 i
, att
->Texture
->Name
, att
->TextureLevel
, att
->CubeMapFace
,
908 att
->Zoffset
, att
->Complete
);
909 fprintf(stderr
, " Size: %u x %u x %u Format %s\n",
910 texImage
->Width
, texImage
->Height
, texImage
->Depth
,
911 _mesa_get_format_name(texImage
->TexFormat
));
913 else if (att
->Type
== GL_RENDERBUFFER
) {
914 fprintf(stderr
, " %2d: Renderbuffer %u, complete %d\n",
915 i
, att
->Renderbuffer
->Name
, att
->Complete
);
916 fprintf(stderr
, " Size: %u x %u Format %s\n",
917 att
->Renderbuffer
->Width
, att
->Renderbuffer
->Height
,
918 _mesa_get_format_name(att
->Renderbuffer
->Format
));
921 fprintf(stderr
, " %2d: none\n", i
);