Fix/improve framebuffer object reference counting.
[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 fb->_MRD = 1.0; /* Minimum resolvable depth value, for polygon offset */
69 }
70
71
72 /**
73 * Set the framebuffer's _DepthBuffer field, taking care of
74 * reference counts, etc.
75 */
76 static void
77 set_depth_renderbuffer(struct gl_framebuffer *fb,
78 struct gl_renderbuffer *rb)
79 {
80 if (fb->_DepthBuffer) {
81 _mesa_unreference_renderbuffer(&fb->_DepthBuffer);
82 }
83 fb->_DepthBuffer = rb;
84 if (rb) {
85 rb->RefCount++;
86 }
87 }
88
89
90 /**
91 * Set the framebuffer's _StencilBuffer field, taking care of
92 * reference counts, etc.
93 */
94 static void
95 set_stencil_renderbuffer(struct gl_framebuffer *fb,
96 struct gl_renderbuffer *rb)
97 {
98 if (fb->_StencilBuffer) {
99 _mesa_unreference_renderbuffer(&fb->_StencilBuffer);
100 }
101 fb->_StencilBuffer = rb;
102 if (rb) {
103 rb->RefCount++;
104 }
105 }
106
107
108 /**
109 * Create and initialize a gl_framebuffer object.
110 * This is intended for creating _window_system_ framebuffers, not generic
111 * framebuffer objects ala GL_EXT_framebuffer_object.
112 *
113 * \sa _mesa_new_framebuffer
114 */
115 struct gl_framebuffer *
116 _mesa_create_framebuffer(const GLvisual *visual)
117 {
118 struct gl_framebuffer *fb = CALLOC_STRUCT(gl_framebuffer);
119 assert(visual);
120 if (fb) {
121 _mesa_initialize_framebuffer(fb, visual);
122 }
123 return fb;
124 }
125
126
127 /**
128 * Allocate a new gl_framebuffer object.
129 * This is the default function for ctx->Driver.NewFramebuffer().
130 * This is for allocating user-created framebuffers, not window-system
131 * framebuffers!
132 * \sa _mesa_create_framebuffer
133 */
134 struct gl_framebuffer *
135 _mesa_new_framebuffer(GLcontext *ctx, GLuint name)
136 {
137 struct gl_framebuffer *fb;
138 (void) ctx;
139 assert(name != 0);
140 fb = CALLOC_STRUCT(gl_framebuffer);
141 if (fb) {
142 fb->Name = name;
143 fb->RefCount = 1;
144 fb->ColorDrawBuffer[0] = GL_COLOR_ATTACHMENT0_EXT;
145 fb->_ColorDrawBufferMask[0] = BUFFER_BIT_COLOR0;
146 fb->ColorReadBuffer = GL_COLOR_ATTACHMENT0_EXT;
147 fb->_ColorReadBufferIndex = BUFFER_COLOR0;
148 fb->Delete = _mesa_destroy_framebuffer;
149 }
150 return fb;
151 }
152
153
154 /**
155 * Initialize a gl_framebuffer object. Typically used to initialize
156 * window system-created framebuffers, not user-created framebuffers.
157 * \sa _mesa_create_framebuffer
158 */
159 void
160 _mesa_initialize_framebuffer(struct gl_framebuffer *fb, const GLvisual *visual)
161 {
162 assert(fb);
163 assert(visual);
164
165 _mesa_bzero(fb, sizeof(struct gl_framebuffer));
166
167 _glthread_INIT_MUTEX(fb->Mutex);
168
169 fb->RefCount = 1;
170
171 /* save the visual */
172 fb->Visual = *visual;
173
174 /* Init glRead/DrawBuffer state */
175 if (visual->doubleBufferMode) {
176 fb->ColorDrawBuffer[0] = GL_BACK;
177 fb->_ColorDrawBufferMask[0] = BUFFER_BIT_BACK_LEFT;
178 fb->ColorReadBuffer = GL_BACK;
179 fb->_ColorReadBufferIndex = BUFFER_BACK_LEFT;
180 }
181 else {
182 fb->ColorDrawBuffer[0] = GL_FRONT;
183 fb->_ColorDrawBufferMask[0] = BUFFER_BIT_FRONT_LEFT;
184 fb->ColorReadBuffer = GL_FRONT;
185 fb->_ColorReadBufferIndex = BUFFER_FRONT_LEFT;
186 }
187
188 fb->Delete = _mesa_destroy_framebuffer;
189 fb->_Status = GL_FRAMEBUFFER_COMPLETE_EXT;
190
191 compute_depth_max(fb);
192 }
193
194
195 /**
196 * Deallocate buffer and everything attached to it.
197 * Typically called via the gl_framebuffer->Delete() method.
198 */
199 void
200 _mesa_destroy_framebuffer(struct gl_framebuffer *fb)
201 {
202 if (fb) {
203 _mesa_free_framebuffer_data(fb);
204 _mesa_free(fb);
205 }
206 }
207
208
209 /**
210 * Free all the data hanging off the given gl_framebuffer, but don't free
211 * the gl_framebuffer object itself.
212 */
213 void
214 _mesa_free_framebuffer_data(struct gl_framebuffer *fb)
215 {
216 GLuint i;
217
218 assert(fb);
219 assert(fb->RefCount == 0);
220
221 _glthread_DESTROY_MUTEX(fb->Mutex);
222
223 for (i = 0; i < BUFFER_COUNT; i++) {
224 struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
225 if (att->Renderbuffer) {
226 _mesa_unreference_renderbuffer(&att->Renderbuffer);
227 }
228 if (att->Texture) {
229 /* render to texture */
230 att->Texture->RefCount--;
231 if (att->Texture->RefCount == 0) {
232 GET_CURRENT_CONTEXT(ctx);
233 if (ctx) {
234 ctx->Driver.DeleteTexture(ctx, att->Texture);
235 }
236 }
237 }
238 att->Type = GL_NONE;
239 att->Texture = NULL;
240 }
241
242 /* unbind depth/stencil to decr ref counts */
243 set_depth_renderbuffer(fb, NULL);
244 set_stencil_renderbuffer(fb, NULL);
245 }
246
247
248 /**
249 * Set *ptr to point to fb, with refcounting and locking.
250 */
251 void
252 _mesa_reference_framebuffer(struct gl_framebuffer **ptr,
253 struct gl_framebuffer *fb)
254 {
255 assert(ptr);
256 assert(!*ptr);
257 assert(fb);
258 _glthread_LOCK_MUTEX(fb->Mutex);
259 fb->RefCount++;
260 _glthread_UNLOCK_MUTEX(fb->Mutex);
261 *ptr = fb;
262 }
263
264
265 /**
266 * Undo/remove a reference to a framebuffer object.
267 * Decrement the framebuffer object's reference count and delete it when
268 * the refcount hits zero.
269 * Note: we pass the address of a pointer and set it to NULL.
270 */
271 void
272 _mesa_unreference_framebuffer(struct gl_framebuffer **fb)
273 {
274 assert(fb);
275 if (*fb) {
276 GLboolean deleteFlag = GL_FALSE;
277
278 _glthread_LOCK_MUTEX((*fb)->Mutex);
279 ASSERT((*fb)->RefCount > 0);
280 (*fb)->RefCount--;
281 deleteFlag = ((*fb)->RefCount == 0);
282 _glthread_UNLOCK_MUTEX((*fb)->Mutex);
283
284 if (deleteFlag)
285 (*fb)->Delete(*fb);
286
287 *fb = NULL;
288 }
289 }
290
291
292
293
294 /**
295 * Resize the given framebuffer's renderbuffers to the new width and height.
296 * This should only be used for window-system framebuffers, not
297 * user-created renderbuffers (i.e. made with GL_EXT_framebuffer_object).
298 * This will typically be called via ctx->Driver.ResizeBuffers() or directly
299 * from a device driver.
300 *
301 * \note it's possible for ctx to be null since a window can be resized
302 * without a currently bound rendering context.
303 */
304 void
305 _mesa_resize_framebuffer(GLcontext *ctx, struct gl_framebuffer *fb,
306 GLuint width, GLuint height)
307 {
308 GLuint i;
309
310 /* XXX I think we could check if the size is not changing
311 * and return early.
312 */
313
314 /* For window system framebuffers, Name is zero */
315 assert(fb->Name == 0);
316
317 for (i = 0; i < BUFFER_COUNT; i++) {
318 struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
319 if (att->Type == GL_RENDERBUFFER_EXT && att->Renderbuffer) {
320 struct gl_renderbuffer *rb = att->Renderbuffer;
321 /* only resize if size is changing */
322 if (rb->Width != width || rb->Height != height) {
323 /* could just as well pass rb->_ActualFormat here */
324 if (rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height)) {
325 ASSERT(rb->Width == width);
326 ASSERT(rb->Height == height);
327 }
328 else {
329 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Resizing framebuffer");
330 /* no return */
331 }
332 }
333 }
334 }
335
336 if (fb->_DepthBuffer) {
337 struct gl_renderbuffer *rb = fb->_DepthBuffer;
338 if (rb->Width != width || rb->Height != height) {
339 if (!rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height)) {
340 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Resizing framebuffer");
341 }
342 }
343 }
344
345 if (fb->_StencilBuffer) {
346 struct gl_renderbuffer *rb = fb->_StencilBuffer;
347 if (rb->Width != width || rb->Height != height) {
348 if (!rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height)) {
349 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Resizing framebuffer");
350 }
351 }
352 }
353
354 fb->Width = width;
355 fb->Height = height;
356
357 if (ctx) {
358 /* update scissor / window bounds */
359 _mesa_update_draw_buffer_bounds(ctx);
360 /* Signal new buffer state so that swrast will update its clipping
361 * info (the CLIP_BIT flag).
362 */
363 ctx->NewState |= _NEW_BUFFERS;
364 }
365 }
366
367
368 /**
369 * Examine all the framebuffer's renderbuffers to update the Width/Height
370 * fields of the framebuffer. If we have renderbuffers with different
371 * sizes, set the framebuffer's width and height to zero.
372 * Note: this is only intended for user-created framebuffers, not
373 * window-system framebuffes.
374 */
375 static void
376 update_framebuffer_size(struct gl_framebuffer *fb)
377 {
378 GLboolean haveSize = GL_FALSE;
379 GLuint i;
380
381 /* user-created framebuffers only */
382 assert(fb->Name);
383
384 for (i = 0; i < BUFFER_COUNT; i++) {
385 struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
386 const struct gl_renderbuffer *rb = att->Renderbuffer;
387 if (rb) {
388 if (haveSize) {
389 if (rb->Width != fb->Width && rb->Height != fb->Height) {
390 /* size mismatch! */
391 fb->Width = 0;
392 fb->Height = 0;
393 return;
394 }
395 }
396 else {
397 fb->Width = rb->Width;
398 fb->Height = rb->Height;
399 haveSize = GL_TRUE;
400 }
401 }
402 }
403 }
404
405
406 /**
407 * Update the context's current drawing buffer's Xmin, Xmax, Ymin, Ymax fields.
408 * These values are computed from the buffer's width and height and
409 * the scissor box, if it's enabled.
410 * \param ctx the GL context.
411 */
412 void
413 _mesa_update_draw_buffer_bounds(GLcontext *ctx)
414 {
415 struct gl_framebuffer *buffer = ctx->DrawBuffer;
416
417 if (!buffer)
418 return;
419
420 if (buffer->Name) {
421 /* user-created framebuffer size depends on the renderbuffers */
422 update_framebuffer_size(buffer);
423 }
424
425 buffer->_Xmin = 0;
426 buffer->_Ymin = 0;
427 buffer->_Xmax = buffer->Width;
428 buffer->_Ymax = buffer->Height;
429
430 if (ctx->Scissor.Enabled) {
431 if (ctx->Scissor.X > buffer->_Xmin) {
432 buffer->_Xmin = ctx->Scissor.X;
433 }
434 if (ctx->Scissor.Y > buffer->_Ymin) {
435 buffer->_Ymin = ctx->Scissor.Y;
436 }
437 if (ctx->Scissor.X + ctx->Scissor.Width < buffer->_Xmax) {
438 buffer->_Xmax = ctx->Scissor.X + ctx->Scissor.Width;
439 }
440 if (ctx->Scissor.Y + ctx->Scissor.Height < buffer->_Ymax) {
441 buffer->_Ymax = ctx->Scissor.Y + ctx->Scissor.Height;
442 }
443 /* finally, check for empty region */
444 if (buffer->_Xmin > buffer->_Xmax) {
445 buffer->_Xmin = buffer->_Xmax;
446 }
447 if (buffer->_Ymin > buffer->_Ymax) {
448 buffer->_Ymin = buffer->_Ymax;
449 }
450 }
451
452 ASSERT(buffer->_Xmin <= buffer->_Xmax);
453 ASSERT(buffer->_Ymin <= buffer->_Ymax);
454 }
455
456
457 /**
458 * The glGet queries of the framebuffer red/green/blue size, stencil size,
459 * etc. are satisfied by the fields of ctx->DrawBuffer->Visual. These can
460 * change depending on the renderbuffer bindings. This function updates
461 * the given framebuffer's Visual from the current renderbuffer bindings.
462 *
463 * This may apply to user-created framebuffers or window system framebuffers.
464 *
465 * Also note: ctx->DrawBuffer->Visual.depthBits might not equal
466 * ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer.DepthBits.
467 * The former one is used to convert floating point depth values into
468 * integer Z values.
469 */
470 void
471 _mesa_update_framebuffer_visual(struct gl_framebuffer *fb)
472 {
473 GLuint i;
474
475 _mesa_bzero(&fb->Visual, sizeof(fb->Visual));
476 fb->Visual.rgbMode = GL_TRUE; /* assume this */
477
478 #if 0 /* this _might_ be needed */
479 if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
480 /* leave visual fields zero'd */
481 return;
482 }
483 #endif
484
485 /* find first RGB or CI renderbuffer */
486 for (i = 0; i < BUFFER_COUNT; i++) {
487 if (fb->Attachment[i].Renderbuffer) {
488 const struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer;
489 if (rb->_BaseFormat == GL_RGBA || rb->_BaseFormat == GL_RGB) {
490 fb->Visual.redBits = rb->RedBits;
491 fb->Visual.greenBits = rb->GreenBits;
492 fb->Visual.blueBits = rb->BlueBits;
493 fb->Visual.alphaBits = rb->AlphaBits;
494 fb->Visual.rgbBits = fb->Visual.redBits
495 + fb->Visual.greenBits + fb->Visual.blueBits;
496 fb->Visual.floatMode = GL_FALSE;
497 break;
498 }
499 else if (rb->_BaseFormat == GL_COLOR_INDEX) {
500 fb->Visual.indexBits = rb->IndexBits;
501 fb->Visual.rgbMode = GL_FALSE;
502 break;
503 }
504 }
505 }
506
507 if (fb->Attachment[BUFFER_DEPTH].Renderbuffer) {
508 fb->Visual.haveDepthBuffer = GL_TRUE;
509 fb->Visual.depthBits
510 = fb->Attachment[BUFFER_DEPTH].Renderbuffer->DepthBits;
511 }
512
513 if (fb->Attachment[BUFFER_STENCIL].Renderbuffer) {
514 fb->Visual.haveStencilBuffer = GL_TRUE;
515 fb->Visual.stencilBits
516 = fb->Attachment[BUFFER_STENCIL].Renderbuffer->StencilBits;
517 }
518
519 if (fb->Attachment[BUFFER_ACCUM].Renderbuffer) {
520 fb->Visual.haveAccumBuffer = GL_TRUE;
521 fb->Visual.accumRedBits
522 = fb->Attachment[BUFFER_DEPTH].Renderbuffer->RedBits;
523 fb->Visual.accumGreenBits
524 = fb->Attachment[BUFFER_DEPTH].Renderbuffer->GreenBits;
525 fb->Visual.accumBlueBits
526 = fb->Attachment[BUFFER_DEPTH].Renderbuffer->BlueBits;
527 fb->Visual.accumAlphaBits
528 = fb->Attachment[BUFFER_DEPTH].Renderbuffer->AlphaBits;
529 }
530
531 compute_depth_max(fb);
532 }
533
534
535 /**
536 * Update the framebuffer's _DepthBuffer field using the renderbuffer
537 * found at the given attachment index.
538 *
539 * If that attachment points to a combined GL_DEPTH_STENCIL renderbuffer,
540 * create and install a depth wrapper/adaptor.
541 *
542 * \param fb the framebuffer whose _DepthBuffer field to update
543 * \param attIndex indicates the renderbuffer to possibly wrap
544 */
545 void
546 _mesa_update_depth_buffer(GLcontext *ctx,
547 struct gl_framebuffer *fb,
548 GLuint attIndex)
549 {
550 struct gl_renderbuffer *depthRb;
551
552 /* only one possiblity for now */
553 ASSERT(attIndex == BUFFER_DEPTH);
554
555 depthRb = fb->Attachment[attIndex].Renderbuffer;
556
557 if (depthRb && depthRb->_ActualFormat == GL_DEPTH24_STENCIL8_EXT) {
558 /* The attached depth buffer is a GL_DEPTH_STENCIL renderbuffer */
559 if (!fb->_DepthBuffer
560 || fb->_DepthBuffer->Wrapped != depthRb
561 || fb->_DepthBuffer->_BaseFormat != GL_DEPTH_COMPONENT) {
562 /* need to update wrapper */
563 struct gl_renderbuffer *wrapper
564 = _mesa_new_z24_renderbuffer_wrapper(ctx, depthRb);
565 set_depth_renderbuffer(fb, wrapper);
566 ASSERT(fb->_DepthBuffer->Wrapped == depthRb);
567 }
568 }
569 else {
570 /* depthRb may be null */
571 set_depth_renderbuffer(fb, depthRb);
572 }
573 }
574
575
576 /**
577 * Update the framebuffer's _StencilBuffer field using the renderbuffer
578 * found at the given attachment index.
579 *
580 * If that attachment points to a combined GL_DEPTH_STENCIL renderbuffer,
581 * create and install a stencil wrapper/adaptor.
582 *
583 * \param fb the framebuffer whose _StencilBuffer field to update
584 * \param attIndex indicates the renderbuffer to possibly wrap
585 */
586 void
587 _mesa_update_stencil_buffer(GLcontext *ctx,
588 struct gl_framebuffer *fb,
589 GLuint attIndex)
590 {
591 struct gl_renderbuffer *stencilRb;
592
593 ASSERT(attIndex == BUFFER_DEPTH ||
594 attIndex == BUFFER_STENCIL);
595
596 stencilRb = fb->Attachment[attIndex].Renderbuffer;
597
598 if (stencilRb && stencilRb->_ActualFormat == GL_DEPTH24_STENCIL8_EXT) {
599 /* The attached stencil buffer is a GL_DEPTH_STENCIL renderbuffer */
600 if (!fb->_StencilBuffer
601 || fb->_StencilBuffer->Wrapped != stencilRb
602 || fb->_StencilBuffer->_BaseFormat != GL_STENCIL_INDEX) {
603 /* need to update wrapper */
604 struct gl_renderbuffer *wrapper
605 = _mesa_new_s8_renderbuffer_wrapper(ctx, stencilRb);
606 set_stencil_renderbuffer(fb, wrapper);
607 ASSERT(fb->_StencilBuffer->Wrapped == stencilRb);
608 }
609 }
610 else {
611 /* stencilRb may be null */
612 set_stencil_renderbuffer(fb, stencilRb);
613 }
614 }
615
616
617 /**
618 * Update the list of color drawing renderbuffer pointers.
619 * Later, when we're rendering we'll loop from 0 to _NumColorDrawBuffers
620 * writing colors.
621 */
622 static void
623 update_color_draw_buffers(GLcontext *ctx, struct gl_framebuffer *fb)
624 {
625 GLuint output;
626
627 /*
628 * Fragment programs can write to multiple colorbuffers with
629 * the GL_ARB_draw_buffers extension.
630 */
631 for (output = 0; output < ctx->Const.MaxDrawBuffers; output++) {
632 GLbitfield bufferMask = fb->_ColorDrawBufferMask[output];
633 GLuint count = 0;
634 GLuint i;
635 if (!fb->DeletePending) {
636 /* We need the inner loop here because glDrawBuffer(GL_FRONT_AND_BACK)
637 * can specify writing to two or four color buffers (for example).
638 */
639 for (i = 0; bufferMask && i < BUFFER_COUNT; i++) {
640 const GLuint bufferBit = 1 << i;
641 if (bufferBit & bufferMask) {
642 struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer;
643 if (rb) {
644 fb->_ColorDrawBuffers[output][count] = rb;
645 count++;
646 }
647 else {
648 /*
649 _mesa_warning(ctx, "DrawBuffer names a missing buffer!\n");
650 */
651 }
652 bufferMask &= ~bufferBit;
653 }
654 }
655 }
656 fb->_NumColorDrawBuffers[output] = count;
657 }
658 }
659
660
661 /**
662 * Update the color read renderbuffer pointer.
663 * Unlike the DrawBuffer, we can only read from one (or zero) color buffers.
664 */
665 static void
666 update_color_read_buffer(GLcontext *ctx, struct gl_framebuffer *fb)
667 {
668 (void) ctx;
669 if (fb->_ColorReadBufferIndex == -1 || fb->DeletePending) {
670 fb->_ColorReadBuffer = NULL; /* legal! */
671 }
672 else {
673 ASSERT(fb->_ColorReadBufferIndex >= 0);
674 ASSERT(fb->_ColorReadBufferIndex < BUFFER_COUNT);
675 fb->_ColorReadBuffer
676 = fb->Attachment[fb->_ColorReadBufferIndex].Renderbuffer;
677 }
678 }
679
680
681 /**
682 * Update state related to the current draw/read framebuffers.
683 * Specifically, update these framebuffer fields:
684 * _ColorDrawBuffers
685 * _NumColorDrawBuffers
686 * _ColorReadBuffer
687 * _DepthBuffer
688 * _StencilBuffer
689 * If the current framebuffer is user-created, make sure it's complete.
690 * The following functions can effect this state: glReadBuffer,
691 * glDrawBuffer, glDrawBuffersARB, glFramebufferRenderbufferEXT,
692 * glRenderbufferStorageEXT.
693 */
694 void
695 _mesa_update_framebuffer(GLcontext *ctx)
696 {
697 struct gl_framebuffer *fb = ctx->DrawBuffer;
698
699 /* Completeness only matters for user-created framebuffers */
700 if (fb->Name != 0) {
701 _mesa_test_framebuffer_completeness(ctx, fb);
702 _mesa_update_framebuffer_visual(fb);
703 }
704
705 update_color_draw_buffers(ctx, fb);
706 update_color_read_buffer(ctx, fb);
707 _mesa_update_depth_buffer(ctx, fb, BUFFER_DEPTH);
708 _mesa_update_stencil_buffer(ctx, fb, BUFFER_STENCIL);
709
710 compute_depth_max(fb);
711 }
712
713
714 /**
715 * Check if the renderbuffer for a read operation (glReadPixels, glCopyPixels,
716 * glCopyTex[Sub]Image, etc. exists.
717 * \param format a basic image format such as GL_RGB, GL_RGBA, GL_ALPHA,
718 * GL_DEPTH_COMPONENT, etc. or GL_COLOR, GL_DEPTH, GL_STENCIL.
719 * \return GL_TRUE if buffer exists, GL_FALSE otherwise
720 */
721 GLboolean
722 _mesa_source_buffer_exists(GLcontext *ctx, GLenum format)
723 {
724 const struct gl_renderbuffer_attachment *att
725 = ctx->ReadBuffer->Attachment;
726
727 if (ctx->ReadBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
728 return GL_FALSE;
729 }
730
731 switch (format) {
732 case GL_COLOR:
733 case GL_RED:
734 case GL_GREEN:
735 case GL_BLUE:
736 case GL_ALPHA:
737 case GL_LUMINANCE:
738 case GL_LUMINANCE_ALPHA:
739 case GL_INTENSITY:
740 case GL_RGB:
741 case GL_BGR:
742 case GL_RGBA:
743 case GL_BGRA:
744 case GL_ABGR_EXT:
745 case GL_COLOR_INDEX:
746 if (ctx->ReadBuffer->_ColorReadBuffer == NULL) {
747 return GL_FALSE;
748 }
749 /* XXX enable this post 6.5 release:
750 ASSERT(ctx->ReadBuffer->_ColorReadBuffer->RedBits > 0 ||
751 ctx->ReadBuffer->_ColorReadBuffer->IndexBits > 0);
752 */
753 break;
754 case GL_DEPTH:
755 case GL_DEPTH_COMPONENT:
756 if (!att[BUFFER_DEPTH].Renderbuffer) {
757 return GL_FALSE;
758 }
759 ASSERT(att[BUFFER_DEPTH].Renderbuffer->DepthBits > 0);
760 break;
761 case GL_STENCIL:
762 case GL_STENCIL_INDEX:
763 if (!att[BUFFER_STENCIL].Renderbuffer) {
764 return GL_FALSE;
765 }
766 ASSERT(att[BUFFER_STENCIL].Renderbuffer->StencilBits > 0);
767 break;
768 case GL_DEPTH_STENCIL_EXT:
769 if (!att[BUFFER_DEPTH].Renderbuffer ||
770 !att[BUFFER_STENCIL].Renderbuffer) {
771 return GL_FALSE;
772 }
773 ASSERT(att[BUFFER_DEPTH].Renderbuffer->DepthBits > 0);
774 ASSERT(att[BUFFER_STENCIL].Renderbuffer->StencilBits > 0);
775 break;
776 default:
777 _mesa_problem(ctx,
778 "Unexpected format 0x%x in _mesa_source_buffer_exists",
779 format);
780 return GL_FALSE;
781 }
782
783 /* OK */
784 return GL_TRUE;
785 }
786
787
788 /**
789 * As above, but for drawing operations.
790 * XXX code do some code merging w/ above function.
791 */
792 GLboolean
793 _mesa_dest_buffer_exists(GLcontext *ctx, GLenum format)
794 {
795 const struct gl_renderbuffer_attachment *att
796 = ctx->ReadBuffer->Attachment;
797
798 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
799 return GL_FALSE;
800 }
801
802 switch (format) {
803 case GL_COLOR:
804 case GL_RED:
805 case GL_GREEN:
806 case GL_BLUE:
807 case GL_ALPHA:
808 case GL_LUMINANCE:
809 case GL_LUMINANCE_ALPHA:
810 case GL_INTENSITY:
811 case GL_RGB:
812 case GL_BGR:
813 case GL_RGBA:
814 case GL_BGRA:
815 case GL_ABGR_EXT:
816 case GL_COLOR_INDEX:
817 /* nothing special */
818 /* Could assert that colorbuffer has RedBits > 0 */
819 break;
820 case GL_DEPTH:
821 case GL_DEPTH_COMPONENT:
822 if (!att[BUFFER_DEPTH].Renderbuffer) {
823 return GL_FALSE;
824 }
825 ASSERT(att[BUFFER_DEPTH].Renderbuffer->DepthBits > 0);
826 break;
827 case GL_STENCIL:
828 case GL_STENCIL_INDEX:
829 if (!att[BUFFER_STENCIL].Renderbuffer) {
830 return GL_FALSE;
831 }
832 ASSERT(att[BUFFER_STENCIL].Renderbuffer->StencilBits > 0);
833 break;
834 case GL_DEPTH_STENCIL_EXT:
835 if (!att[BUFFER_DEPTH].Renderbuffer ||
836 !att[BUFFER_STENCIL].Renderbuffer) {
837 return GL_FALSE;
838 }
839 ASSERT(att[BUFFER_DEPTH].Renderbuffer->DepthBits > 0);
840 ASSERT(att[BUFFER_STENCIL].Renderbuffer->StencilBits > 0);
841 break;
842 default:
843 _mesa_problem(ctx,
844 "Unexpected format 0x%x in _mesa_source_buffer_exists",
845 format);
846 return GL_FALSE;
847 }
848
849 /* OK */
850 return GL_TRUE;
851 }