2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2008 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.
37 #include "depthstencil.h"
43 #include "framebuffer.h"
44 #include "renderbuffer.h"
50 * Compute/set the _DepthMax field for the given framebuffer.
51 * This value depends on the Z buffer resolution.
54 compute_depth_max(struct gl_framebuffer
*fb
)
56 if (fb
->Visual
.depthBits
== 0) {
57 /* Special case. Even if we don't have a depth buffer we need
58 * good values for DepthMax for Z vertex transformation purposes
59 * and for per-fragment fog computation.
61 fb
->_DepthMax
= (1 << 16) - 1;
63 else if (fb
->Visual
.depthBits
< 32) {
64 fb
->_DepthMax
= (1 << fb
->Visual
.depthBits
) - 1;
67 /* Special case since shift values greater than or equal to the
68 * number of bits in the left hand expression's type are undefined.
70 fb
->_DepthMax
= 0xffffffff;
72 fb
->_DepthMaxF
= (GLfloat
) fb
->_DepthMax
;
74 /* Minimum resolvable depth value, for polygon offset */
75 fb
->_MRD
= (GLfloat
)1.0 / fb
->_DepthMaxF
;
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.
83 * \sa _mesa_new_framebuffer
85 struct gl_framebuffer
*
86 _mesa_create_framebuffer(const struct gl_config
*visual
)
88 struct gl_framebuffer
*fb
= CALLOC_STRUCT(gl_framebuffer
);
91 _mesa_initialize_window_framebuffer(fb
, visual
);
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
102 * \sa _mesa_create_framebuffer
104 struct gl_framebuffer
*
105 _mesa_new_framebuffer(struct gl_context
*ctx
, GLuint name
)
107 struct gl_framebuffer
*fb
;
110 fb
= CALLOC_STRUCT(gl_framebuffer
);
112 _mesa_initialize_user_framebuffer(fb
, name
);
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
124 _mesa_initialize_window_framebuffer(struct gl_framebuffer
*fb
,
125 const struct gl_config
*visual
)
130 memset(fb
, 0, sizeof(struct gl_framebuffer
));
132 _glthread_INIT_MUTEX(fb
->Mutex
);
136 /* save the visual */
137 fb
->Visual
= *visual
;
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
;
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
;
155 fb
->Delete
= _mesa_destroy_framebuffer
;
156 fb
->_Status
= GL_FRAMEBUFFER_COMPLETE_EXT
;
158 compute_depth_max(fb
);
163 * Initialize a user-created gl_framebuffer object.
164 * \sa _mesa_initialize_window_framebuffer
167 _mesa_initialize_user_framebuffer(struct gl_framebuffer
*fb
, GLuint name
)
172 memset(fb
, 0, sizeof(struct gl_framebuffer
));
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
);
187 * Deallocate buffer and everything attached to it.
188 * Typically called via the gl_framebuffer->Delete() method.
191 _mesa_destroy_framebuffer(struct gl_framebuffer
*fb
)
194 _mesa_free_framebuffer_data(fb
);
201 * Free all the data hanging off the given gl_framebuffer, but don't free
202 * the gl_framebuffer object itself.
205 _mesa_free_framebuffer_data(struct gl_framebuffer
*fb
)
210 assert(fb
->RefCount
== 0);
212 _glthread_DESTROY_MUTEX(fb
->Mutex
);
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
);
220 _mesa_reference_texobj(&att
->Texture
, NULL
);
222 ASSERT(!att
->Renderbuffer
);
223 ASSERT(!att
->Texture
);
227 /* unbind _Depth/_StencilBuffer to decr ref counts */
228 _mesa_reference_renderbuffer(&fb
->_DepthBuffer
, NULL
);
229 _mesa_reference_renderbuffer(&fb
->_StencilBuffer
, NULL
);
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 /* For window system framebuffers, Name is zero */
290 assert(fb
->Name
== 0);
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");
310 if (fb
->_DepthBuffer
) {
311 struct gl_renderbuffer
*rb
= fb
->_DepthBuffer
;
312 if (rb
->Width
!= width
|| rb
->Height
!= height
) {
313 if (!rb
->AllocStorage(ctx
, rb
, rb
->InternalFormat
, width
, height
)) {
314 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "Resizing framebuffer");
319 if (fb
->_StencilBuffer
) {
320 struct gl_renderbuffer
*rb
= fb
->_StencilBuffer
;
321 if (rb
->Width
!= width
|| rb
->Height
!= height
) {
322 if (!rb
->AllocStorage(ctx
, rb
, rb
->InternalFormat
, width
, height
)) {
323 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "Resizing framebuffer");
332 /* update scissor / window bounds */
333 _mesa_update_draw_buffer_bounds(ctx
);
334 /* Signal new buffer state so that swrast will update its clipping
335 * info (the CLIP_BIT flag).
337 ctx
->NewState
|= _NEW_BUFFERS
;
344 * XXX THIS IS OBSOLETE - drivers should take care of detecting window
345 * size changes and act accordingly, likely calling _mesa_resize_framebuffer().
347 * GL_MESA_resize_buffers extension.
349 * When this function is called, we'll ask the window system how large
350 * the current window is. If it's a new size, we'll call the driver's
351 * ResizeBuffers function. The driver will then resize its color buffers
352 * as needed, and maybe call the swrast's routine for reallocating
353 * swrast-managed depth/stencil/accum/etc buffers.
354 * \note This function should only be called through the GL API, not
355 * from device drivers (as was done in the past).
358 _mesa_resizebuffers( struct gl_context
*ctx
)
360 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx
);
362 if (MESA_VERBOSE
& VERBOSE_API
)
363 _mesa_debug(ctx
, "glResizeBuffersMESA\n");
365 if (!ctx
->Driver
.GetBufferSize
) {
369 if (ctx
->WinSysDrawBuffer
) {
370 GLuint newWidth
, newHeight
;
371 struct gl_framebuffer
*buffer
= ctx
->WinSysDrawBuffer
;
373 assert(buffer
->Name
== 0);
375 /* ask device driver for size of output buffer */
376 ctx
->Driver
.GetBufferSize( buffer
, &newWidth
, &newHeight
);
378 /* see if size of device driver's color buffer (window) has changed */
379 if (buffer
->Width
!= newWidth
|| buffer
->Height
!= newHeight
) {
380 if (ctx
->Driver
.ResizeBuffers
)
381 ctx
->Driver
.ResizeBuffers(ctx
, buffer
, newWidth
, newHeight
);
385 if (ctx
->WinSysReadBuffer
386 && ctx
->WinSysReadBuffer
!= ctx
->WinSysDrawBuffer
) {
387 GLuint newWidth
, newHeight
;
388 struct gl_framebuffer
*buffer
= ctx
->WinSysReadBuffer
;
390 assert(buffer
->Name
== 0);
392 /* ask device driver for size of read buffer */
393 ctx
->Driver
.GetBufferSize( buffer
, &newWidth
, &newHeight
);
395 /* see if size of device driver's color buffer (window) has changed */
396 if (buffer
->Width
!= newWidth
|| buffer
->Height
!= newHeight
) {
397 if (ctx
->Driver
.ResizeBuffers
)
398 ctx
->Driver
.ResizeBuffers(ctx
, buffer
, newWidth
, newHeight
);
402 ctx
->NewState
|= _NEW_BUFFERS
; /* to update scissor / window bounds */
407 * XXX THIS IS OBSOLETE
410 _mesa_ResizeBuffersMESA( void )
412 GET_CURRENT_CONTEXT(ctx
);
414 if (ctx
->Extensions
.MESA_resize_buffers
)
415 _mesa_resizebuffers( ctx
);
421 * Examine all the framebuffer's renderbuffers to update the Width/Height
422 * fields of the framebuffer. If we have renderbuffers with different
423 * sizes, set the framebuffer's width and height to the min size.
424 * Note: this is only intended for user-created framebuffers, not
425 * window-system framebuffes.
428 update_framebuffer_size(struct gl_context
*ctx
, struct gl_framebuffer
*fb
)
430 GLuint minWidth
= ~0, minHeight
= ~0;
433 /* user-created framebuffers only */
436 for (i
= 0; i
< BUFFER_COUNT
; i
++) {
437 struct gl_renderbuffer_attachment
*att
= &fb
->Attachment
[i
];
438 const struct gl_renderbuffer
*rb
= att
->Renderbuffer
;
440 minWidth
= MIN2(minWidth
, rb
->Width
);
441 minHeight
= MIN2(minHeight
, rb
->Height
);
445 if (minWidth
!= ~0) {
446 fb
->Width
= minWidth
;
447 fb
->Height
= minHeight
;
457 * Update the context's current drawing buffer's Xmin, Xmax, Ymin, Ymax fields.
458 * These values are computed from the buffer's width and height and
459 * the scissor box, if it's enabled.
460 * \param ctx the GL context.
463 _mesa_update_draw_buffer_bounds(struct gl_context
*ctx
)
465 struct gl_framebuffer
*buffer
= ctx
->DrawBuffer
;
471 /* user-created framebuffer size depends on the renderbuffers */
472 update_framebuffer_size(ctx
, buffer
);
477 buffer
->_Xmax
= buffer
->Width
;
478 buffer
->_Ymax
= buffer
->Height
;
480 if (ctx
->Scissor
.Enabled
) {
481 if (ctx
->Scissor
.X
> buffer
->_Xmin
) {
482 buffer
->_Xmin
= ctx
->Scissor
.X
;
484 if (ctx
->Scissor
.Y
> buffer
->_Ymin
) {
485 buffer
->_Ymin
= ctx
->Scissor
.Y
;
487 if (ctx
->Scissor
.X
+ ctx
->Scissor
.Width
< buffer
->_Xmax
) {
488 buffer
->_Xmax
= ctx
->Scissor
.X
+ ctx
->Scissor
.Width
;
490 if (ctx
->Scissor
.Y
+ ctx
->Scissor
.Height
< buffer
->_Ymax
) {
491 buffer
->_Ymax
= ctx
->Scissor
.Y
+ ctx
->Scissor
.Height
;
493 /* finally, check for empty region */
494 if (buffer
->_Xmin
> buffer
->_Xmax
) {
495 buffer
->_Xmin
= buffer
->_Xmax
;
497 if (buffer
->_Ymin
> buffer
->_Ymax
) {
498 buffer
->_Ymin
= buffer
->_Ymax
;
502 ASSERT(buffer
->_Xmin
<= buffer
->_Xmax
);
503 ASSERT(buffer
->_Ymin
<= buffer
->_Ymax
);
508 * The glGet queries of the framebuffer red/green/blue size, stencil size,
509 * etc. are satisfied by the fields of ctx->DrawBuffer->Visual. These can
510 * change depending on the renderbuffer bindings. This function updates
511 * the given framebuffer's Visual from the current renderbuffer bindings.
513 * This may apply to user-created framebuffers or window system framebuffers.
515 * Also note: ctx->DrawBuffer->Visual.depthBits might not equal
516 * ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer.DepthBits.
517 * The former one is used to convert floating point depth values into
521 _mesa_update_framebuffer_visual(struct gl_context
*ctx
,
522 struct gl_framebuffer
*fb
)
526 memset(&fb
->Visual
, 0, sizeof(fb
->Visual
));
527 fb
->Visual
.rgbMode
= GL_TRUE
; /* assume this */
529 #if 0 /* this _might_ be needed */
530 if (fb
->_Status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
531 /* leave visual fields zero'd */
536 /* find first RGB renderbuffer */
537 for (i
= 0; i
< BUFFER_COUNT
; i
++) {
538 if (fb
->Attachment
[i
].Renderbuffer
) {
539 const struct gl_renderbuffer
*rb
= fb
->Attachment
[i
].Renderbuffer
;
540 const GLenum baseFormat
= _mesa_get_format_base_format(rb
->Format
);
541 const gl_format fmt
= rb
->Format
;
543 if (_mesa_is_legal_color_format(ctx
, baseFormat
)) {
544 fb
->Visual
.redBits
= _mesa_get_format_bits(fmt
, GL_RED_BITS
);
545 fb
->Visual
.greenBits
= _mesa_get_format_bits(fmt
, GL_GREEN_BITS
);
546 fb
->Visual
.blueBits
= _mesa_get_format_bits(fmt
, GL_BLUE_BITS
);
547 fb
->Visual
.alphaBits
= _mesa_get_format_bits(fmt
, GL_ALPHA_BITS
);
548 fb
->Visual
.rgbBits
= fb
->Visual
.redBits
549 + fb
->Visual
.greenBits
+ fb
->Visual
.blueBits
;
550 fb
->Visual
.samples
= rb
->NumSamples
;
551 fb
->Visual
.sampleBuffers
= rb
->NumSamples
> 0 ? 1 : 0;
552 if (_mesa_get_format_color_encoding(fmt
) == GL_SRGB
)
553 fb
->Visual
.sRGBCapable
= ctx
->Const
.sRGBCapable
;
559 fb
->Visual
.floatMode
= GL_FALSE
;
560 for (i
= 0; i
< BUFFER_COUNT
; i
++) {
561 if (fb
->Attachment
[i
].Renderbuffer
) {
562 const struct gl_renderbuffer
*rb
= fb
->Attachment
[i
].Renderbuffer
;
563 const gl_format fmt
= rb
->Format
;
565 if (_mesa_get_format_datatype(fmt
) == GL_FLOAT
) {
566 fb
->Visual
.floatMode
= GL_TRUE
;
572 if (fb
->Attachment
[BUFFER_DEPTH
].Renderbuffer
) {
573 const struct gl_renderbuffer
*rb
=
574 fb
->Attachment
[BUFFER_DEPTH
].Renderbuffer
;
575 const gl_format fmt
= rb
->Format
;
576 fb
->Visual
.haveDepthBuffer
= GL_TRUE
;
577 fb
->Visual
.depthBits
= _mesa_get_format_bits(fmt
, GL_DEPTH_BITS
);
580 if (fb
->Attachment
[BUFFER_STENCIL
].Renderbuffer
) {
581 const struct gl_renderbuffer
*rb
=
582 fb
->Attachment
[BUFFER_STENCIL
].Renderbuffer
;
583 const gl_format fmt
= rb
->Format
;
584 fb
->Visual
.haveStencilBuffer
= GL_TRUE
;
585 fb
->Visual
.stencilBits
= _mesa_get_format_bits(fmt
, GL_STENCIL_BITS
);
588 if (fb
->Attachment
[BUFFER_ACCUM
].Renderbuffer
) {
589 const struct gl_renderbuffer
*rb
=
590 fb
->Attachment
[BUFFER_ACCUM
].Renderbuffer
;
591 const gl_format fmt
= rb
->Format
;
592 fb
->Visual
.haveAccumBuffer
= GL_TRUE
;
593 fb
->Visual
.accumRedBits
= _mesa_get_format_bits(fmt
, GL_RED_BITS
);
594 fb
->Visual
.accumGreenBits
= _mesa_get_format_bits(fmt
, GL_GREEN_BITS
);
595 fb
->Visual
.accumBlueBits
= _mesa_get_format_bits(fmt
, GL_BLUE_BITS
);
596 fb
->Visual
.accumAlphaBits
= _mesa_get_format_bits(fmt
, GL_ALPHA_BITS
);
599 compute_depth_max(fb
);
604 * Update the framebuffer's _DepthBuffer field using the renderbuffer
605 * found at the given attachment index.
607 * If that attachment points to a combined GL_DEPTH_STENCIL renderbuffer,
608 * create and install a depth wrapper/adaptor.
610 * \param fb the framebuffer whose _DepthBuffer field to update
613 update_depth_buffer(struct gl_context
*ctx
, struct gl_framebuffer
*fb
)
615 struct gl_renderbuffer
*depthRb
=
616 fb
->Attachment
[BUFFER_DEPTH
].Renderbuffer
;
618 if (depthRb
&& _mesa_is_format_packed_depth_stencil(depthRb
->Format
)) {
619 /* The attached depth buffer is a GL_DEPTH_STENCIL renderbuffer */
620 if (!fb
->_DepthBuffer
621 || fb
->_DepthBuffer
->Wrapped
!= depthRb
622 || _mesa_get_format_base_format(fb
->_DepthBuffer
->Format
) != GL_DEPTH_COMPONENT
) {
623 /* need to update wrapper */
624 struct gl_renderbuffer
*wrapper
;
626 if (depthRb
->Format
== MESA_FORMAT_Z32_FLOAT_X24S8
) {
627 wrapper
= _mesa_new_z32f_renderbuffer_wrapper(ctx
, depthRb
);
630 wrapper
= _mesa_new_z24_renderbuffer_wrapper(ctx
, depthRb
);
632 _mesa_reference_renderbuffer(&fb
->_DepthBuffer
, wrapper
);
633 ASSERT(fb
->_DepthBuffer
->Wrapped
== depthRb
);
637 /* depthRb may be null */
638 _mesa_reference_renderbuffer(&fb
->_DepthBuffer
, depthRb
);
644 * Update the framebuffer's _StencilBuffer field using the renderbuffer
645 * found at the given attachment index.
647 * If that attachment points to a combined GL_DEPTH_STENCIL renderbuffer,
648 * create and install a stencil wrapper/adaptor.
650 * \param fb the framebuffer whose _StencilBuffer field to update
653 update_stencil_buffer(struct gl_context
*ctx
, struct gl_framebuffer
*fb
)
655 struct gl_renderbuffer
*stencilRb
=
656 fb
->Attachment
[BUFFER_STENCIL
].Renderbuffer
;
658 if (stencilRb
&& _mesa_is_format_packed_depth_stencil(stencilRb
->Format
)) {
659 /* The attached stencil buffer is a GL_DEPTH_STENCIL renderbuffer */
660 if (!fb
->_StencilBuffer
661 || fb
->_StencilBuffer
->Wrapped
!= stencilRb
662 || _mesa_get_format_base_format(fb
->_StencilBuffer
->Format
) != GL_STENCIL_INDEX
) {
663 /* need to update wrapper */
664 struct gl_renderbuffer
*wrapper
665 = _mesa_new_s8_renderbuffer_wrapper(ctx
, stencilRb
);
666 _mesa_reference_renderbuffer(&fb
->_StencilBuffer
, wrapper
);
667 ASSERT(fb
->_StencilBuffer
->Wrapped
== stencilRb
);
671 /* stencilRb may be null */
672 _mesa_reference_renderbuffer(&fb
->_StencilBuffer
, stencilRb
);
678 * Example DrawBuffers scenarios:
680 * 1. glDrawBuffer(GL_FRONT_AND_BACK), fixed-func or shader writes to
681 * "gl_FragColor" or program writes to the "result.color" register:
683 * fragment color output renderbuffer
684 * --------------------- ---------------
685 * color[0] Front, Back
688 * 2. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]), shader writes to
689 * gl_FragData[i] or program writes to result.color[i] registers:
691 * fragment color output renderbuffer
692 * --------------------- ---------------
698 * 3. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]) and shader writes to
699 * gl_FragColor, or fixed function:
701 * fragment color output renderbuffer
702 * --------------------- ---------------
703 * color[0] Front, Aux0, Aux1
706 * In either case, the list of renderbuffers is stored in the
707 * framebuffer->_ColorDrawBuffers[] array and
708 * framebuffer->_NumColorDrawBuffers indicates the number of buffers.
709 * The renderer (like swrast) has to look at the current fragment shader
710 * to see if it writes to gl_FragColor vs. gl_FragData[i] to determine
711 * how to map color outputs to renderbuffers.
713 * Note that these two calls are equivalent (for fixed function fragment
715 * a) glDrawBuffer(GL_FRONT_AND_BACK); (assuming non-stereo framebuffer)
716 * b) glDrawBuffers(2, [GL_FRONT_LEFT, GL_BACK_LEFT]);
723 * Update the (derived) list of color drawing renderbuffer pointers.
724 * Later, when we're rendering we'll loop from 0 to _NumColorDrawBuffers
728 update_color_draw_buffers(struct gl_context
*ctx
, struct gl_framebuffer
*fb
)
732 /* set 0th buffer to NULL now in case _NumColorDrawBuffers is zero */
733 fb
->_ColorDrawBuffers
[0] = NULL
;
735 for (output
= 0; output
< fb
->_NumColorDrawBuffers
; output
++) {
736 GLint buf
= fb
->_ColorDrawBufferIndexes
[output
];
738 fb
->_ColorDrawBuffers
[output
] = fb
->Attachment
[buf
].Renderbuffer
;
741 fb
->_ColorDrawBuffers
[output
] = NULL
;
748 * Update the (derived) color read renderbuffer pointer.
749 * Unlike the DrawBuffer, we can only read from one (or zero) color buffers.
752 update_color_read_buffer(struct gl_context
*ctx
, struct gl_framebuffer
*fb
)
755 if (fb
->_ColorReadBufferIndex
== -1 ||
759 fb
->_ColorReadBuffer
= NULL
; /* legal! */
762 ASSERT(fb
->_ColorReadBufferIndex
>= 0);
763 ASSERT(fb
->_ColorReadBufferIndex
< BUFFER_COUNT
);
765 = fb
->Attachment
[fb
->_ColorReadBufferIndex
].Renderbuffer
;
771 * Update a gl_framebuffer's derived state.
773 * Specifically, update these framebuffer fields:
775 * _NumColorDrawBuffers
780 * If the framebuffer is user-created, make sure it's complete.
782 * The following functions (at least) can effect framebuffer state:
783 * glReadBuffer, glDrawBuffer, glDrawBuffersARB, glFramebufferRenderbufferEXT,
784 * glRenderbufferStorageEXT.
787 update_framebuffer(struct gl_context
*ctx
, struct gl_framebuffer
*fb
)
790 /* This is a window-system framebuffer */
791 /* Need to update the FB's GL_DRAW_BUFFER state to match the
792 * context state (GL_READ_BUFFER too).
794 if (fb
->ColorDrawBuffer
[0] != ctx
->Color
.DrawBuffer
[0]) {
795 _mesa_drawbuffers(ctx
, ctx
->Const
.MaxDrawBuffers
,
796 ctx
->Color
.DrawBuffer
, NULL
);
800 /* This is a user-created framebuffer.
801 * Completeness only matters for user-created framebuffers.
803 if (fb
->_Status
!= GL_FRAMEBUFFER_COMPLETE
) {
804 _mesa_test_framebuffer_completeness(ctx
, fb
);
808 /* Strictly speaking, we don't need to update the draw-state
809 * if this FB is bound as ctx->ReadBuffer (and conversely, the
810 * read-state if this FB is bound as ctx->DrawBuffer), but no
813 update_color_draw_buffers(ctx
, fb
);
814 update_color_read_buffer(ctx
, fb
);
815 update_depth_buffer(ctx
, fb
);
816 update_stencil_buffer(ctx
, fb
);
818 compute_depth_max(fb
);
823 * Update state related to the current draw/read framebuffers.
826 _mesa_update_framebuffer(struct gl_context
*ctx
)
828 struct gl_framebuffer
*drawFb
;
829 struct gl_framebuffer
*readFb
;
832 drawFb
= ctx
->DrawBuffer
;
833 readFb
= ctx
->ReadBuffer
;
835 update_framebuffer(ctx
, drawFb
);
836 if (readFb
!= drawFb
)
837 update_framebuffer(ctx
, readFb
);
842 * Check if the renderbuffer for a read/draw operation 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 * \param reading if TRUE, we're going to read from the buffer,
846 if FALSE, we're going to write to the buffer.
847 * \return GL_TRUE if buffer exists, GL_FALSE otherwise
850 renderbuffer_exists(struct gl_context
*ctx
,
851 struct gl_framebuffer
*fb
,
855 const struct gl_renderbuffer_attachment
*att
= fb
->Attachment
;
857 /* If we don't know the framebuffer status, update it now */
858 if (fb
->_Status
== 0) {
859 _mesa_test_framebuffer_completeness(ctx
, fb
);
862 if (fb
->_Status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
873 case GL_LUMINANCE_ALPHA
:
881 case GL_RED_INTEGER_EXT
:
882 case GL_GREEN_INTEGER_EXT
:
883 case GL_BLUE_INTEGER_EXT
:
884 case GL_ALPHA_INTEGER_EXT
:
885 case GL_RGB_INTEGER_EXT
:
886 case GL_RGBA_INTEGER_EXT
:
887 case GL_BGR_INTEGER_EXT
:
888 case GL_BGRA_INTEGER_EXT
:
889 case GL_LUMINANCE_INTEGER_EXT
:
890 case GL_LUMINANCE_ALPHA_INTEGER_EXT
:
892 /* about to read from a color buffer */
893 const struct gl_renderbuffer
*readBuf
= fb
->_ColorReadBuffer
;
897 ASSERT(_mesa_get_format_bits(readBuf
->Format
, GL_RED_BITS
) > 0 ||
898 _mesa_get_format_bits(readBuf
->Format
, GL_ALPHA_BITS
) > 0 ||
899 _mesa_get_format_bits(readBuf
->Format
, GL_TEXTURE_LUMINANCE_SIZE
) > 0 ||
900 _mesa_get_format_bits(readBuf
->Format
, GL_TEXTURE_INTENSITY_SIZE
) > 0 ||
901 _mesa_get_format_bits(readBuf
->Format
, GL_INDEX_BITS
) > 0);
904 /* about to draw to zero or more color buffers (none is OK) */
909 case GL_DEPTH_COMPONENT
:
910 if (att
[BUFFER_DEPTH
].Type
== GL_NONE
) {
915 case GL_STENCIL_INDEX
:
916 if (att
[BUFFER_STENCIL
].Type
== GL_NONE
) {
920 case GL_DEPTH_STENCIL_EXT
:
921 if (att
[BUFFER_DEPTH
].Type
== GL_NONE
||
922 att
[BUFFER_STENCIL
].Type
== GL_NONE
) {
928 "Unexpected format 0x%x in renderbuffer_exists",
939 * Check if the renderbuffer for a read operation (glReadPixels, glCopyPixels,
940 * glCopyTex[Sub]Image, etc) exists.
941 * \param format a basic image format such as GL_RGB, GL_RGBA, GL_ALPHA,
942 * GL_DEPTH_COMPONENT, etc. or GL_COLOR, GL_DEPTH, GL_STENCIL.
943 * \return GL_TRUE if buffer exists, GL_FALSE otherwise
946 _mesa_source_buffer_exists(struct gl_context
*ctx
, GLenum format
)
948 return renderbuffer_exists(ctx
, ctx
->ReadBuffer
, format
, GL_TRUE
);
953 * As above, but for drawing operations.
954 * XXX could do some code merging w/ above function.
957 _mesa_dest_buffer_exists(struct gl_context
*ctx
, GLenum format
)
959 return renderbuffer_exists(ctx
, ctx
->DrawBuffer
, format
, GL_FALSE
);
964 * Used to answer the GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES query.
967 _mesa_get_color_read_format(struct gl_context
*ctx
)
969 switch (ctx
->ReadBuffer
->_ColorReadBuffer
->Format
) {
970 case MESA_FORMAT_ARGB8888
:
972 case MESA_FORMAT_RGB565
:
981 * Used to answer the GL_IMPLEMENTATION_COLOR_READ_TYPE_OES query.
984 _mesa_get_color_read_type(struct gl_context
*ctx
)
986 switch (ctx
->ReadBuffer
->_ColorReadBuffer
->Format
) {
987 case MESA_FORMAT_ARGB8888
:
988 return GL_UNSIGNED_BYTE
;
989 case MESA_FORMAT_RGB565
:
990 return GL_UNSIGNED_SHORT_5_6_5_REV
;
992 return GL_UNSIGNED_BYTE
;
998 * Print framebuffer info to stderr, for debugging.
1001 _mesa_print_framebuffer(const struct gl_framebuffer
*fb
)
1005 fprintf(stderr
, "Mesa Framebuffer %u at %p\n", fb
->Name
, (void *) fb
);
1006 fprintf(stderr
, " Size: %u x %u Status: %s\n", fb
->Width
, fb
->Height
,
1007 _mesa_lookup_enum_by_nr(fb
->_Status
));
1008 fprintf(stderr
, " Attachments:\n");
1010 for (i
= 0; i
< BUFFER_COUNT
; i
++) {
1011 const struct gl_renderbuffer_attachment
*att
= &fb
->Attachment
[i
];
1012 if (att
->Type
== GL_TEXTURE
) {
1013 const struct gl_texture_image
*texImage
=
1014 _mesa_get_attachment_teximage_const(att
);
1016 " %2d: Texture %u, level %u, face %u, slice %u, complete %d\n",
1017 i
, att
->Texture
->Name
, att
->TextureLevel
, att
->CubeMapFace
,
1018 att
->Zoffset
, att
->Complete
);
1019 fprintf(stderr
, " Size: %u x %u x %u Format %s\n",
1020 texImage
->Width
, texImage
->Height
, texImage
->Depth
,
1021 _mesa_get_format_name(texImage
->TexFormat
));
1023 else if (att
->Type
== GL_RENDERBUFFER
) {
1024 fprintf(stderr
, " %2d: Renderbuffer %u, complete %d\n",
1025 i
, att
->Renderbuffer
->Name
, att
->Complete
);
1026 fprintf(stderr
, " Size: %u x %u Format %s\n",
1027 att
->Renderbuffer
->Width
, att
->Renderbuffer
->Height
,
1028 _mesa_get_format_name(att
->Renderbuffer
->Format
));
1031 fprintf(stderr
, " %2d: none\n", i
);