96f1b30c9b2c7204cbbecfce1b78619d10836d85
[mesa.git] / src / mesa / main / framebuffer.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 6.5.1
4 *
5 * Copyright (C) 1999-2006 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 "context.h"
36 #include "depthstencil.h"
37 #include "mtypes.h"
38 #include "fbobject.h"
39 #include "framebuffer.h"
40 #include "renderbuffer.h"
41
42
43
44 /**
45 * Compute/set the _DepthMax field for the given framebuffer.
46 * This value depends on the Z buffer resolution.
47 */
48 static void
49 compute_depth_max(struct gl_framebuffer *fb)
50 {
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.
55 */
56 fb->_DepthMax = (1 << 16) - 1;
57 }
58 else if (fb->Visual.depthBits < 32) {
59 fb->_DepthMax = (1 << fb->Visual.depthBits) - 1;
60 }
61 else {
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.
64 */
65 fb->_DepthMax = 0xffffffff;
66 }
67 fb->_DepthMaxF = (GLfloat) fb->_DepthMax;
68
69 /* Minimum resolvable depth value, for polygon offset */
70 fb->_MRD = (GLfloat)1.0 / fb->_DepthMaxF;
71 }
72
73
74 /**
75 * Create and initialize a gl_framebuffer object.
76 * This is intended for creating _window_system_ framebuffers, not generic
77 * framebuffer objects ala GL_EXT_framebuffer_object.
78 *
79 * \sa _mesa_new_framebuffer
80 */
81 struct gl_framebuffer *
82 _mesa_create_framebuffer(const GLvisual *visual)
83 {
84 struct gl_framebuffer *fb = CALLOC_STRUCT(gl_framebuffer);
85 assert(visual);
86 if (fb) {
87 _mesa_initialize_framebuffer(fb, visual);
88 }
89 return fb;
90 }
91
92
93 /**
94 * Allocate a new gl_framebuffer object.
95 * This is the default function for ctx->Driver.NewFramebuffer().
96 * This is for allocating user-created framebuffers, not window-system
97 * framebuffers!
98 * \sa _mesa_create_framebuffer
99 */
100 struct gl_framebuffer *
101 _mesa_new_framebuffer(GLcontext *ctx, GLuint name)
102 {
103 struct gl_framebuffer *fb;
104 (void) ctx;
105 assert(name != 0);
106 fb = CALLOC_STRUCT(gl_framebuffer);
107 if (fb) {
108 fb->Name = name;
109 fb->RefCount = 1;
110 fb->ColorDrawBuffer[0] = GL_COLOR_ATTACHMENT0_EXT;
111 fb->_ColorDrawBufferMask[0] = BUFFER_BIT_COLOR0;
112 fb->ColorReadBuffer = GL_COLOR_ATTACHMENT0_EXT;
113 fb->_ColorReadBufferIndex = BUFFER_COLOR0;
114 fb->Delete = _mesa_destroy_framebuffer;
115 }
116 return fb;
117 }
118
119
120 /**
121 * Initialize a gl_framebuffer object. Typically used to initialize
122 * window system-created framebuffers, not user-created framebuffers.
123 * \sa _mesa_create_framebuffer
124 */
125 void
126 _mesa_initialize_framebuffer(struct gl_framebuffer *fb, const GLvisual *visual)
127 {
128 assert(fb);
129 assert(visual);
130
131 _mesa_bzero(fb, sizeof(struct gl_framebuffer));
132
133 _glthread_INIT_MUTEX(fb->Mutex);
134
135 fb->RefCount = 1;
136
137 /* save the visual */
138 fb->Visual = *visual;
139
140 /* Init glRead/DrawBuffer state */
141 if (visual->doubleBufferMode) {
142 fb->ColorDrawBuffer[0] = GL_BACK;
143 fb->_ColorDrawBufferMask[0] = BUFFER_BIT_BACK_LEFT;
144 fb->ColorReadBuffer = GL_BACK;
145 fb->_ColorReadBufferIndex = BUFFER_BACK_LEFT;
146 }
147 else {
148 fb->ColorDrawBuffer[0] = GL_FRONT;
149 fb->_ColorDrawBufferMask[0] = BUFFER_BIT_FRONT_LEFT;
150 fb->ColorReadBuffer = GL_FRONT;
151 fb->_ColorReadBufferIndex = BUFFER_FRONT_LEFT;
152 }
153
154 fb->Delete = _mesa_destroy_framebuffer;
155 fb->_Status = GL_FRAMEBUFFER_COMPLETE_EXT;
156
157 compute_depth_max(fb);
158 }
159
160
161 /**
162 * Deallocate buffer and everything attached to it.
163 * Typically called via the gl_framebuffer->Delete() method.
164 */
165 void
166 _mesa_destroy_framebuffer(struct gl_framebuffer *fb)
167 {
168 if (fb) {
169 _mesa_free_framebuffer_data(fb);
170 _mesa_free(fb);
171 }
172 }
173
174
175 /**
176 * Free all the data hanging off the given gl_framebuffer, but don't free
177 * the gl_framebuffer object itself.
178 */
179 void
180 _mesa_free_framebuffer_data(struct gl_framebuffer *fb)
181 {
182 GLuint i;
183
184 assert(fb);
185 assert(fb->RefCount == 0);
186
187 _glthread_DESTROY_MUTEX(fb->Mutex);
188
189 for (i = 0; i < BUFFER_COUNT; i++) {
190 struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
191 if (att->Renderbuffer) {
192 _mesa_reference_renderbuffer(&att->Renderbuffer, NULL);
193 }
194 if (att->Texture) {
195 /* render to texture */
196 att->Texture->RefCount--;
197 if (att->Texture->RefCount == 0) {
198 GET_CURRENT_CONTEXT(ctx);
199 if (ctx) {
200 ctx->Driver.DeleteTexture(ctx, att->Texture);
201 }
202 }
203 }
204 att->Type = GL_NONE;
205 att->Texture = NULL;
206 }
207
208 /* unbind _Depth/_StencilBuffer to decr ref counts */
209 _mesa_reference_renderbuffer(&fb->_DepthBuffer, NULL);
210 _mesa_reference_renderbuffer(&fb->_StencilBuffer, NULL);
211 }
212
213
214 /**
215 * Set *ptr to point to fb, with refcounting and locking.
216 */
217 void
218 _mesa_reference_framebuffer(struct gl_framebuffer **ptr,
219 struct gl_framebuffer *fb)
220 {
221 assert(ptr);
222 if (*ptr == fb) {
223 /* no change */
224 return;
225 }
226 if (*ptr) {
227 _mesa_unreference_framebuffer(ptr);
228 }
229 assert(!*ptr);
230 assert(fb);
231 _glthread_LOCK_MUTEX(fb->Mutex);
232 fb->RefCount++;
233 _glthread_UNLOCK_MUTEX(fb->Mutex);
234 *ptr = fb;
235 }
236
237
238 /**
239 * Undo/remove a reference to a framebuffer object.
240 * Decrement the framebuffer object's reference count and delete it when
241 * the refcount hits zero.
242 * Note: we pass the address of a pointer and set it to NULL.
243 */
244 void
245 _mesa_unreference_framebuffer(struct gl_framebuffer **fb)
246 {
247 assert(fb);
248 if (*fb) {
249 GLboolean deleteFlag = GL_FALSE;
250
251 _glthread_LOCK_MUTEX((*fb)->Mutex);
252 ASSERT((*fb)->RefCount > 0);
253 (*fb)->RefCount--;
254 deleteFlag = ((*fb)->RefCount == 0);
255 _glthread_UNLOCK_MUTEX((*fb)->Mutex);
256
257 if (deleteFlag)
258 (*fb)->Delete(*fb);
259
260 *fb = NULL;
261 }
262 }
263
264
265
266
267 /**
268 * Resize the given framebuffer's renderbuffers to the new width and height.
269 * This should only be used for window-system framebuffers, not
270 * user-created renderbuffers (i.e. made with GL_EXT_framebuffer_object).
271 * This will typically be called via ctx->Driver.ResizeBuffers() or directly
272 * from a device driver.
273 *
274 * \note it's possible for ctx to be null since a window can be resized
275 * without a currently bound rendering context.
276 */
277 void
278 _mesa_resize_framebuffer(GLcontext *ctx, struct gl_framebuffer *fb,
279 GLuint width, GLuint height)
280 {
281 GLuint i;
282
283 /* XXX I think we could check if the size is not changing
284 * and return early.
285 */
286
287 /* For window system framebuffers, Name is zero */
288 assert(fb->Name == 0);
289
290 for (i = 0; i < BUFFER_COUNT; i++) {
291 struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
292 if (att->Type == GL_RENDERBUFFER_EXT && att->Renderbuffer) {
293 struct gl_renderbuffer *rb = att->Renderbuffer;
294 /* only resize if size is changing */
295 if (rb->Width != width || rb->Height != height) {
296 /* could just as well pass rb->_ActualFormat here */
297 if (rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height)) {
298 ASSERT(rb->Width == width);
299 ASSERT(rb->Height == height);
300 }
301 else {
302 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Resizing framebuffer");
303 /* no return */
304 }
305 }
306 }
307 }
308
309 if (fb->_DepthBuffer) {
310 struct gl_renderbuffer *rb = fb->_DepthBuffer;
311 if (rb->Width != width || rb->Height != height) {
312 if (!rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height)) {
313 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Resizing framebuffer");
314 }
315 }
316 }
317
318 if (fb->_StencilBuffer) {
319 struct gl_renderbuffer *rb = fb->_StencilBuffer;
320 if (rb->Width != width || rb->Height != height) {
321 if (!rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height)) {
322 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Resizing framebuffer");
323 }
324 }
325 }
326
327 fb->Width = width;
328 fb->Height = height;
329
330 if (ctx) {
331 /* update scissor / window bounds */
332 _mesa_update_draw_buffer_bounds(ctx);
333 /* Signal new buffer state so that swrast will update its clipping
334 * info (the CLIP_BIT flag).
335 */
336 ctx->NewState |= _NEW_BUFFERS;
337 }
338 }
339
340
341
342 /**
343 * XXX THIS IS OBSOLETE - drivers should take care of detecting window
344 * size changes and act accordingly, likely calling _mesa_resize_framebuffer().
345 *
346 * GL_MESA_resize_buffers extension.
347 *
348 * When this function is called, we'll ask the window system how large
349 * the current window is. If it's a new size, we'll call the driver's
350 * ResizeBuffers function. The driver will then resize its color buffers
351 * as needed, and maybe call the swrast's routine for reallocating
352 * swrast-managed depth/stencil/accum/etc buffers.
353 * \note This function should only be called through the GL API, not
354 * from device drivers (as was done in the past).
355 */
356 void
357 _mesa_resizebuffers( GLcontext *ctx )
358 {
359 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx );
360
361 if (MESA_VERBOSE & VERBOSE_API)
362 _mesa_debug(ctx, "glResizeBuffersMESA\n");
363
364 if (!ctx->Driver.GetBufferSize) {
365 return;
366 }
367
368 if (ctx->WinSysDrawBuffer) {
369 GLuint newWidth, newHeight;
370 GLframebuffer *buffer = ctx->WinSysDrawBuffer;
371
372 assert(buffer->Name == 0);
373
374 /* ask device driver for size of output buffer */
375 ctx->Driver.GetBufferSize( buffer, &newWidth, &newHeight );
376
377 /* see if size of device driver's color buffer (window) has changed */
378 if (buffer->Width != newWidth || buffer->Height != newHeight) {
379 if (ctx->Driver.ResizeBuffers)
380 ctx->Driver.ResizeBuffers(ctx, buffer, newWidth, newHeight );
381 }
382 }
383
384 if (ctx->WinSysReadBuffer
385 && ctx->WinSysReadBuffer != ctx->WinSysDrawBuffer) {
386 GLuint newWidth, newHeight;
387 GLframebuffer *buffer = ctx->WinSysReadBuffer;
388
389 assert(buffer->Name == 0);
390
391 /* ask device driver for size of read buffer */
392 ctx->Driver.GetBufferSize( buffer, &newWidth, &newHeight );
393
394 /* see if size of device driver's color buffer (window) has changed */
395 if (buffer->Width != newWidth || buffer->Height != newHeight) {
396 if (ctx->Driver.ResizeBuffers)
397 ctx->Driver.ResizeBuffers(ctx, buffer, newWidth, newHeight );
398 }
399 }
400
401 ctx->NewState |= _NEW_BUFFERS; /* to update scissor / window bounds */
402 }
403
404
405 /*
406 * XXX THIS IS OBSOLETE
407 */
408 void GLAPIENTRY
409 _mesa_ResizeBuffersMESA( void )
410 {
411 GET_CURRENT_CONTEXT(ctx);
412
413 if (ctx->Extensions.MESA_resize_buffers)
414 _mesa_resizebuffers( ctx );
415 }
416
417
418
419 /**
420 * Examine all the framebuffer's renderbuffers to update the Width/Height
421 * fields of the framebuffer. If we have renderbuffers with different
422 * sizes, set the framebuffer's width and height to zero.
423 * Note: this is only intended for user-created framebuffers, not
424 * window-system framebuffes.
425 */
426 static void
427 update_framebuffer_size(struct gl_framebuffer *fb)
428 {
429 GLboolean haveSize = GL_FALSE;
430 GLuint i;
431
432 /* user-created framebuffers only */
433 assert(fb->Name);
434
435 for (i = 0; i < BUFFER_COUNT; i++) {
436 struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
437 const struct gl_renderbuffer *rb = att->Renderbuffer;
438 if (rb) {
439 if (haveSize) {
440 if (rb->Width != fb->Width && rb->Height != fb->Height) {
441 /* size mismatch! */
442 fb->Width = 0;
443 fb->Height = 0;
444 return;
445 }
446 }
447 else {
448 fb->Width = rb->Width;
449 fb->Height = rb->Height;
450 haveSize = GL_TRUE;
451 }
452 }
453 }
454 }
455
456
457 /**
458 * Update the context's current drawing buffer's Xmin, Xmax, Ymin, Ymax fields.
459 * These values are computed from the buffer's width and height and
460 * the scissor box, if it's enabled.
461 * \param ctx the GL context.
462 */
463 void
464 _mesa_update_draw_buffer_bounds(GLcontext *ctx)
465 {
466 struct gl_framebuffer *buffer = ctx->DrawBuffer;
467
468 if (!buffer)
469 return;
470
471 if (buffer->Name) {
472 /* user-created framebuffer size depends on the renderbuffers */
473 update_framebuffer_size(buffer);
474 }
475
476 buffer->_Xmin = 0;
477 buffer->_Ymin = 0;
478 buffer->_Xmax = buffer->Width;
479 buffer->_Ymax = buffer->Height;
480
481 if (ctx->Scissor.Enabled) {
482 if (ctx->Scissor.X > buffer->_Xmin) {
483 buffer->_Xmin = ctx->Scissor.X;
484 }
485 if (ctx->Scissor.Y > buffer->_Ymin) {
486 buffer->_Ymin = ctx->Scissor.Y;
487 }
488 if (ctx->Scissor.X + ctx->Scissor.Width < buffer->_Xmax) {
489 buffer->_Xmax = ctx->Scissor.X + ctx->Scissor.Width;
490 }
491 if (ctx->Scissor.Y + ctx->Scissor.Height < buffer->_Ymax) {
492 buffer->_Ymax = ctx->Scissor.Y + ctx->Scissor.Height;
493 }
494 /* finally, check for empty region */
495 if (buffer->_Xmin > buffer->_Xmax) {
496 buffer->_Xmin = buffer->_Xmax;
497 }
498 if (buffer->_Ymin > buffer->_Ymax) {
499 buffer->_Ymin = buffer->_Ymax;
500 }
501 }
502
503 ASSERT(buffer->_Xmin <= buffer->_Xmax);
504 ASSERT(buffer->_Ymin <= buffer->_Ymax);
505 }
506
507
508 /**
509 * The glGet queries of the framebuffer red/green/blue size, stencil size,
510 * etc. are satisfied by the fields of ctx->DrawBuffer->Visual. These can
511 * change depending on the renderbuffer bindings. This function updates
512 * the given framebuffer's Visual from the current renderbuffer bindings.
513 *
514 * This may apply to user-created framebuffers or window system framebuffers.
515 *
516 * Also note: ctx->DrawBuffer->Visual.depthBits might not equal
517 * ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer.DepthBits.
518 * The former one is used to convert floating point depth values into
519 * integer Z values.
520 */
521 void
522 _mesa_update_framebuffer_visual(struct gl_framebuffer *fb)
523 {
524 GLuint i;
525
526 _mesa_bzero(&fb->Visual, sizeof(fb->Visual));
527 fb->Visual.rgbMode = GL_TRUE; /* assume this */
528
529 #if 0 /* this _might_ be needed */
530 if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
531 /* leave visual fields zero'd */
532 return;
533 }
534 #endif
535
536 /* find first RGB or CI 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 if (rb->_BaseFormat == GL_RGBA || rb->_BaseFormat == GL_RGB) {
541 fb->Visual.redBits = rb->RedBits;
542 fb->Visual.greenBits = rb->GreenBits;
543 fb->Visual.blueBits = rb->BlueBits;
544 fb->Visual.alphaBits = rb->AlphaBits;
545 fb->Visual.rgbBits = fb->Visual.redBits
546 + fb->Visual.greenBits + fb->Visual.blueBits;
547 fb->Visual.floatMode = GL_FALSE;
548 break;
549 }
550 else if (rb->_BaseFormat == GL_COLOR_INDEX) {
551 fb->Visual.indexBits = rb->IndexBits;
552 fb->Visual.rgbMode = GL_FALSE;
553 break;
554 }
555 }
556 }
557
558 if (fb->Attachment[BUFFER_DEPTH].Renderbuffer) {
559 fb->Visual.haveDepthBuffer = GL_TRUE;
560 fb->Visual.depthBits
561 = fb->Attachment[BUFFER_DEPTH].Renderbuffer->DepthBits;
562 }
563
564 if (fb->Attachment[BUFFER_STENCIL].Renderbuffer) {
565 fb->Visual.haveStencilBuffer = GL_TRUE;
566 fb->Visual.stencilBits
567 = fb->Attachment[BUFFER_STENCIL].Renderbuffer->StencilBits;
568 }
569
570 if (fb->Attachment[BUFFER_ACCUM].Renderbuffer) {
571 fb->Visual.haveAccumBuffer = GL_TRUE;
572 fb->Visual.accumRedBits
573 = fb->Attachment[BUFFER_DEPTH].Renderbuffer->RedBits;
574 fb->Visual.accumGreenBits
575 = fb->Attachment[BUFFER_DEPTH].Renderbuffer->GreenBits;
576 fb->Visual.accumBlueBits
577 = fb->Attachment[BUFFER_DEPTH].Renderbuffer->BlueBits;
578 fb->Visual.accumAlphaBits
579 = fb->Attachment[BUFFER_DEPTH].Renderbuffer->AlphaBits;
580 }
581
582 compute_depth_max(fb);
583 }
584
585
586 /**
587 * Update the framebuffer's _DepthBuffer field using the renderbuffer
588 * found at the given attachment index.
589 *
590 * If that attachment points to a combined GL_DEPTH_STENCIL renderbuffer,
591 * create and install a depth wrapper/adaptor.
592 *
593 * \param fb the framebuffer whose _DepthBuffer field to update
594 * \param attIndex indicates the renderbuffer to possibly wrap
595 */
596 void
597 _mesa_update_depth_buffer(GLcontext *ctx,
598 struct gl_framebuffer *fb,
599 GLuint attIndex)
600 {
601 struct gl_renderbuffer *depthRb;
602
603 /* only one possiblity for now */
604 ASSERT(attIndex == BUFFER_DEPTH);
605
606 depthRb = fb->Attachment[attIndex].Renderbuffer;
607
608 if (depthRb && depthRb->_ActualFormat == GL_DEPTH24_STENCIL8_EXT) {
609 /* The attached depth buffer is a GL_DEPTH_STENCIL renderbuffer */
610 if (!fb->_DepthBuffer
611 || fb->_DepthBuffer->Wrapped != depthRb
612 || fb->_DepthBuffer->_BaseFormat != GL_DEPTH_COMPONENT) {
613 /* need to update wrapper */
614 struct gl_renderbuffer *wrapper
615 = _mesa_new_z24_renderbuffer_wrapper(ctx, depthRb);
616 _mesa_reference_renderbuffer(&fb->_DepthBuffer, wrapper);
617 ASSERT(fb->_DepthBuffer->Wrapped == depthRb);
618 }
619 }
620 else {
621 /* depthRb may be null */
622 _mesa_reference_renderbuffer(&fb->_DepthBuffer, depthRb);
623 }
624 }
625
626
627 /**
628 * Update the framebuffer's _StencilBuffer field using the renderbuffer
629 * found at the given attachment index.
630 *
631 * If that attachment points to a combined GL_DEPTH_STENCIL renderbuffer,
632 * create and install a stencil wrapper/adaptor.
633 *
634 * \param fb the framebuffer whose _StencilBuffer field to update
635 * \param attIndex indicates the renderbuffer to possibly wrap
636 */
637 void
638 _mesa_update_stencil_buffer(GLcontext *ctx,
639 struct gl_framebuffer *fb,
640 GLuint attIndex)
641 {
642 struct gl_renderbuffer *stencilRb;
643
644 ASSERT(attIndex == BUFFER_DEPTH ||
645 attIndex == BUFFER_STENCIL);
646
647 stencilRb = fb->Attachment[attIndex].Renderbuffer;
648
649 if (stencilRb && stencilRb->_ActualFormat == GL_DEPTH24_STENCIL8_EXT) {
650 /* The attached stencil buffer is a GL_DEPTH_STENCIL renderbuffer */
651 if (!fb->_StencilBuffer
652 || fb->_StencilBuffer->Wrapped != stencilRb
653 || fb->_StencilBuffer->_BaseFormat != GL_STENCIL_INDEX) {
654 /* need to update wrapper */
655 struct gl_renderbuffer *wrapper
656 = _mesa_new_s8_renderbuffer_wrapper(ctx, stencilRb);
657 _mesa_reference_renderbuffer(&fb->_StencilBuffer, wrapper);
658 ASSERT(fb->_StencilBuffer->Wrapped == stencilRb);
659 }
660 }
661 else {
662 /* stencilRb may be null */
663 _mesa_reference_renderbuffer(&fb->_StencilBuffer, stencilRb);
664 }
665 }
666
667
668 /**
669 * Update the list of color drawing renderbuffer pointers.
670 * Later, when we're rendering we'll loop from 0 to _NumColorDrawBuffers
671 * writing colors.
672 */
673 static void
674 update_color_draw_buffers(GLcontext *ctx, struct gl_framebuffer *fb)
675 {
676 GLuint output;
677
678 /*
679 * Fragment programs can write to multiple colorbuffers with
680 * the GL_ARB_draw_buffers extension.
681 */
682 for (output = 0; output < ctx->Const.MaxDrawBuffers; output++) {
683 GLbitfield bufferMask = fb->_ColorDrawBufferMask[output];
684 GLuint count = 0;
685 GLuint i;
686 if (!fb->DeletePending) {
687 /* We need the inner loop here because glDrawBuffer(GL_FRONT_AND_BACK)
688 * can specify writing to two or four color buffers (for example).
689 */
690 for (i = 0; bufferMask && i < BUFFER_COUNT; i++) {
691 const GLuint bufferBit = 1 << i;
692 if (bufferBit & bufferMask) {
693 struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer;
694 if (rb && rb->Width > 0 && rb->Height > 0) {
695 fb->_ColorDrawBuffers[output][count] = rb;
696 count++;
697 }
698 else {
699 /*
700 _mesa_warning(ctx, "DrawBuffer names a missing buffer!\n");
701 */
702 }
703 bufferMask &= ~bufferBit;
704 }
705 }
706 }
707 fb->_NumColorDrawBuffers[output] = count;
708 }
709 }
710
711
712 /**
713 * Update the color read renderbuffer pointer.
714 * Unlike the DrawBuffer, we can only read from one (or zero) color buffers.
715 */
716 static void
717 update_color_read_buffer(GLcontext *ctx, struct gl_framebuffer *fb)
718 {
719 (void) ctx;
720 if (fb->_ColorReadBufferIndex == -1 ||
721 fb->DeletePending ||
722 fb->Width == 0 ||
723 fb->Height == 0) {
724 fb->_ColorReadBuffer = NULL; /* legal! */
725 }
726 else {
727 ASSERT(fb->_ColorReadBufferIndex >= 0);
728 ASSERT(fb->_ColorReadBufferIndex < BUFFER_COUNT);
729 fb->_ColorReadBuffer
730 = fb->Attachment[fb->_ColorReadBufferIndex].Renderbuffer;
731 }
732 }
733
734
735 static void
736 update_framebuffer(GLcontext *ctx, struct gl_framebuffer *fb)
737 {
738 /* Completeness only matters for user-created framebuffers */
739 if (fb->Name != 0) {
740 /* XXX: EXT_framebuffer_blit:
741 framebuffer must still be complete wrt read/draw? */
742 _mesa_test_framebuffer_completeness(ctx, fb);
743 _mesa_update_framebuffer_visual(fb);
744 }
745
746 /* update_color_draw/read_buffers not needed for
747 read/draw only fb, but shouldn't hurt ??? */
748 update_color_draw_buffers(ctx, fb);
749 update_color_read_buffer(ctx, fb);
750 _mesa_update_depth_buffer(ctx, fb, BUFFER_DEPTH);
751 _mesa_update_stencil_buffer(ctx, fb, BUFFER_STENCIL);
752
753 compute_depth_max(fb);
754 }
755
756 /**
757 * Update state related to the current draw/read framebuffers.
758 * Specifically, update these framebuffer fields:
759 * _ColorDrawBuffers
760 * _NumColorDrawBuffers
761 * _ColorReadBuffer
762 * _DepthBuffer
763 * _StencilBuffer
764 * If the current framebuffer is user-created, make sure it's complete.
765 * The following functions can effect this state: glReadBuffer,
766 * glDrawBuffer, glDrawBuffersARB, glFramebufferRenderbufferEXT,
767 * glRenderbufferStorageEXT.
768 */
769 void
770 _mesa_update_framebuffer(GLcontext *ctx)
771 {
772 struct gl_framebuffer *fb = ctx->DrawBuffer;
773 struct gl_framebuffer *fbread = ctx->ReadBuffer;
774
775 update_framebuffer(ctx, fb);
776 if (fbread != fb)
777 update_framebuffer(ctx, fbread);
778 }
779
780
781 /**
782 * Check if the renderbuffer for a read operation (glReadPixels, glCopyPixels,
783 * glCopyTex[Sub]Image, etc. exists.
784 * \param format a basic image format such as GL_RGB, GL_RGBA, GL_ALPHA,
785 * GL_DEPTH_COMPONENT, etc. or GL_COLOR, GL_DEPTH, GL_STENCIL.
786 * \return GL_TRUE if buffer exists, GL_FALSE otherwise
787 */
788 GLboolean
789 _mesa_source_buffer_exists(GLcontext *ctx, GLenum format)
790 {
791 const struct gl_renderbuffer_attachment *att
792 = ctx->ReadBuffer->Attachment;
793
794 if (ctx->ReadBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
795 return GL_FALSE;
796 }
797
798 switch (format) {
799 case GL_COLOR:
800 case GL_RED:
801 case GL_GREEN:
802 case GL_BLUE:
803 case GL_ALPHA:
804 case GL_LUMINANCE:
805 case GL_LUMINANCE_ALPHA:
806 case GL_INTENSITY:
807 case GL_RGB:
808 case GL_BGR:
809 case GL_RGBA:
810 case GL_BGRA:
811 case GL_ABGR_EXT:
812 case GL_COLOR_INDEX:
813 if (ctx->ReadBuffer->_ColorReadBuffer == NULL) {
814 return GL_FALSE;
815 }
816 /* XXX enable this post 6.5 release:
817 ASSERT(ctx->ReadBuffer->_ColorReadBuffer->RedBits > 0 ||
818 ctx->ReadBuffer->_ColorReadBuffer->IndexBits > 0);
819 */
820 break;
821 case GL_DEPTH:
822 case GL_DEPTH_COMPONENT:
823 if (!att[BUFFER_DEPTH].Renderbuffer) {
824 return GL_FALSE;
825 }
826 ASSERT(att[BUFFER_DEPTH].Renderbuffer->DepthBits > 0);
827 break;
828 case GL_STENCIL:
829 case GL_STENCIL_INDEX:
830 if (!att[BUFFER_STENCIL].Renderbuffer) {
831 return GL_FALSE;
832 }
833 ASSERT(att[BUFFER_STENCIL].Renderbuffer->StencilBits > 0);
834 break;
835 case GL_DEPTH_STENCIL_EXT:
836 if (!att[BUFFER_DEPTH].Renderbuffer ||
837 !att[BUFFER_STENCIL].Renderbuffer) {
838 return GL_FALSE;
839 }
840 ASSERT(att[BUFFER_DEPTH].Renderbuffer->DepthBits > 0);
841 ASSERT(att[BUFFER_STENCIL].Renderbuffer->StencilBits > 0);
842 break;
843 default:
844 _mesa_problem(ctx,
845 "Unexpected format 0x%x in _mesa_source_buffer_exists",
846 format);
847 return GL_FALSE;
848 }
849
850 /* OK */
851 return GL_TRUE;
852 }
853
854
855 /**
856 * As above, but for drawing operations.
857 * XXX code do some code merging w/ above function.
858 */
859 GLboolean
860 _mesa_dest_buffer_exists(GLcontext *ctx, GLenum format)
861 {
862 const struct gl_renderbuffer_attachment *att
863 = ctx->ReadBuffer->Attachment;
864
865 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
866 return GL_FALSE;
867 }
868
869 switch (format) {
870 case GL_COLOR:
871 case GL_RED:
872 case GL_GREEN:
873 case GL_BLUE:
874 case GL_ALPHA:
875 case GL_LUMINANCE:
876 case GL_LUMINANCE_ALPHA:
877 case GL_INTENSITY:
878 case GL_RGB:
879 case GL_BGR:
880 case GL_RGBA:
881 case GL_BGRA:
882 case GL_ABGR_EXT:
883 case GL_COLOR_INDEX:
884 /* nothing special */
885 /* Could assert that colorbuffer has RedBits > 0 */
886 break;
887 case GL_DEPTH:
888 case GL_DEPTH_COMPONENT:
889 if (!att[BUFFER_DEPTH].Renderbuffer) {
890 return GL_FALSE;
891 }
892 ASSERT(att[BUFFER_DEPTH].Renderbuffer->DepthBits > 0);
893 break;
894 case GL_STENCIL:
895 case GL_STENCIL_INDEX:
896 if (!att[BUFFER_STENCIL].Renderbuffer) {
897 return GL_FALSE;
898 }
899 ASSERT(att[BUFFER_STENCIL].Renderbuffer->StencilBits > 0);
900 break;
901 case GL_DEPTH_STENCIL_EXT:
902 if (!att[BUFFER_DEPTH].Renderbuffer ||
903 !att[BUFFER_STENCIL].Renderbuffer) {
904 return GL_FALSE;
905 }
906 ASSERT(att[BUFFER_DEPTH].Renderbuffer->DepthBits > 0);
907 ASSERT(att[BUFFER_STENCIL].Renderbuffer->StencilBits > 0);
908 break;
909 default:
910 _mesa_problem(ctx,
911 "Unexpected format 0x%x in _mesa_source_buffer_exists",
912 format);
913 return GL_FALSE;
914 }
915
916 /* OK */
917 return GL_TRUE;
918 }