2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
27 * Functions for allocating/managing framebuffers and renderbuffers.
28 * Also, routines for reading/writing renderbuffer data as ubytes,
29 * ushorts, uints, etc.
37 #include "depthstencil.h"
40 #include "framebuffer.h"
41 #include "renderbuffer.h"
47 * Compute/set the _DepthMax field for the given framebuffer.
48 * This value depends on the Z buffer resolution.
51 compute_depth_max(struct gl_framebuffer
*fb
)
53 if (fb
->Visual
.depthBits
== 0) {
54 /* Special case. Even if we don't have a depth buffer we need
55 * good values for DepthMax for Z vertex transformation purposes
56 * and for per-fragment fog computation.
58 fb
->_DepthMax
= (1 << 16) - 1;
60 else if (fb
->Visual
.depthBits
< 32) {
61 fb
->_DepthMax
= (1 << fb
->Visual
.depthBits
) - 1;
64 /* Special case since shift values greater than or equal to the
65 * number of bits in the left hand expression's type are undefined.
67 fb
->_DepthMax
= 0xffffffff;
69 fb
->_DepthMaxF
= (GLfloat
) fb
->_DepthMax
;
71 /* Minimum resolvable depth value, for polygon offset */
72 fb
->_MRD
= 1.0 / fb
->_DepthMaxF
;
77 * Create and initialize a gl_framebuffer object.
78 * This is intended for creating _window_system_ framebuffers, not generic
79 * framebuffer objects ala GL_EXT_framebuffer_object.
81 * \sa _mesa_new_framebuffer
83 struct gl_framebuffer
*
84 _mesa_create_framebuffer(const GLvisual
*visual
)
86 struct gl_framebuffer
*fb
= CALLOC_STRUCT(gl_framebuffer
);
89 _mesa_initialize_framebuffer(fb
, visual
);
96 * Allocate a new gl_framebuffer object.
97 * This is the default function for ctx->Driver.NewFramebuffer().
98 * This is for allocating user-created framebuffers, not window-system
100 * \sa _mesa_create_framebuffer
102 struct gl_framebuffer
*
103 _mesa_new_framebuffer(GLcontext
*ctx
, GLuint name
)
105 struct gl_framebuffer
*fb
;
108 fb
= CALLOC_STRUCT(gl_framebuffer
);
112 fb
->_NumColorDrawBuffers
= 1;
113 fb
->ColorDrawBuffer
[0] = GL_COLOR_ATTACHMENT0_EXT
;
114 fb
->_ColorDrawBufferIndexes
[0] = BUFFER_COLOR0
;
115 fb
->ColorReadBuffer
= GL_COLOR_ATTACHMENT0_EXT
;
116 fb
->_ColorReadBufferIndex
= BUFFER_COLOR0
;
117 fb
->Delete
= _mesa_destroy_framebuffer
;
124 * Initialize a gl_framebuffer object. Typically used to initialize
125 * window system-created framebuffers, not user-created framebuffers.
126 * \sa _mesa_create_framebuffer
129 _mesa_initialize_framebuffer(struct gl_framebuffer
*fb
, const GLvisual
*visual
)
134 _mesa_bzero(fb
, sizeof(struct gl_framebuffer
));
136 _glthread_INIT_MUTEX(fb
->Mutex
);
140 /* save the visual */
141 fb
->Visual
= *visual
;
143 /* Init read/draw renderbuffer state */
144 if (visual
->doubleBufferMode
) {
145 fb
->_NumColorDrawBuffers
= 1;
146 fb
->ColorDrawBuffer
[0] = GL_BACK
;
147 fb
->_ColorDrawBufferIndexes
[0] = BUFFER_BACK_LEFT
;
148 fb
->ColorReadBuffer
= GL_BACK
;
149 fb
->_ColorReadBufferIndex
= BUFFER_BACK_LEFT
;
152 fb
->_NumColorDrawBuffers
= 1;
153 fb
->ColorDrawBuffer
[0] = GL_FRONT
;
154 fb
->_ColorDrawBufferIndexes
[0] = BUFFER_FRONT_LEFT
;
155 fb
->ColorReadBuffer
= GL_FRONT
;
156 fb
->_ColorReadBufferIndex
= BUFFER_FRONT_LEFT
;
159 fb
->Delete
= _mesa_destroy_framebuffer
;
160 fb
->_Status
= GL_FRAMEBUFFER_COMPLETE_EXT
;
162 compute_depth_max(fb
);
167 * Deallocate buffer and everything attached to it.
168 * Typically called via the gl_framebuffer->Delete() method.
171 _mesa_destroy_framebuffer(struct gl_framebuffer
*fb
)
174 _mesa_free_framebuffer_data(fb
);
181 * Free all the data hanging off the given gl_framebuffer, but don't free
182 * the gl_framebuffer object itself.
185 _mesa_free_framebuffer_data(struct gl_framebuffer
*fb
)
190 assert(fb
->RefCount
== 0);
192 _glthread_DESTROY_MUTEX(fb
->Mutex
);
194 for (i
= 0; i
< BUFFER_COUNT
; i
++) {
195 struct gl_renderbuffer_attachment
*att
= &fb
->Attachment
[i
];
196 if (att
->Renderbuffer
) {
197 _mesa_reference_renderbuffer(&att
->Renderbuffer
, NULL
);
200 _mesa_reference_texobj(&att
->Texture
, NULL
);
202 ASSERT(!att
->Renderbuffer
);
203 ASSERT(!att
->Texture
);
207 /* unbind _Depth/_StencilBuffer to decr ref counts */
208 _mesa_reference_renderbuffer(&fb
->_DepthBuffer
, NULL
);
209 _mesa_reference_renderbuffer(&fb
->_StencilBuffer
, NULL
);
214 * Set *ptr to point to fb, with refcounting and locking.
217 _mesa_reference_framebuffer(struct gl_framebuffer
**ptr
,
218 struct gl_framebuffer
*fb
)
226 _mesa_unreference_framebuffer(ptr
);
230 _glthread_LOCK_MUTEX(fb
->Mutex
);
232 _glthread_UNLOCK_MUTEX(fb
->Mutex
);
238 * Undo/remove a reference to a framebuffer object.
239 * Decrement the framebuffer object's reference count and delete it when
240 * the refcount hits zero.
241 * Note: we pass the address of a pointer and set it to NULL.
244 _mesa_unreference_framebuffer(struct gl_framebuffer
**fb
)
248 GLboolean deleteFlag
= GL_FALSE
;
250 _glthread_LOCK_MUTEX((*fb
)->Mutex
);
251 ASSERT((*fb
)->RefCount
> 0);
253 deleteFlag
= ((*fb
)->RefCount
== 0);
254 _glthread_UNLOCK_MUTEX((*fb
)->Mutex
);
267 * Resize the given framebuffer's renderbuffers to the new width and height.
268 * This should only be used for window-system framebuffers, not
269 * user-created renderbuffers (i.e. made with GL_EXT_framebuffer_object).
270 * This will typically be called via ctx->Driver.ResizeBuffers() or directly
271 * from a device driver.
273 * \note it's possible for ctx to be null since a window can be resized
274 * without a currently bound rendering context.
277 _mesa_resize_framebuffer(GLcontext
*ctx
, struct gl_framebuffer
*fb
,
278 GLuint width
, GLuint height
)
282 /* XXX I think we could check if the size is not changing
286 /* For window system framebuffers, Name is zero */
287 assert(fb
->Name
== 0);
289 for (i
= 0; i
< BUFFER_COUNT
; i
++) {
290 struct gl_renderbuffer_attachment
*att
= &fb
->Attachment
[i
];
291 if (att
->Type
== GL_RENDERBUFFER_EXT
&& att
->Renderbuffer
) {
292 struct gl_renderbuffer
*rb
= att
->Renderbuffer
;
293 /* only resize if size is changing */
294 if (rb
->Width
!= width
|| rb
->Height
!= height
) {
295 /* could just as well pass rb->_ActualFormat here */
296 if (rb
->AllocStorage(ctx
, rb
, rb
->InternalFormat
, width
, height
)) {
297 ASSERT(rb
->Width
== width
);
298 ASSERT(rb
->Height
== height
);
301 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "Resizing framebuffer");
308 if (fb
->_DepthBuffer
) {
309 struct gl_renderbuffer
*rb
= fb
->_DepthBuffer
;
310 if (rb
->Width
!= width
|| rb
->Height
!= height
) {
311 if (!rb
->AllocStorage(ctx
, rb
, rb
->InternalFormat
, width
, height
)) {
312 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "Resizing framebuffer");
317 if (fb
->_StencilBuffer
) {
318 struct gl_renderbuffer
*rb
= fb
->_StencilBuffer
;
319 if (rb
->Width
!= width
|| rb
->Height
!= height
) {
320 if (!rb
->AllocStorage(ctx
, rb
, rb
->InternalFormat
, width
, height
)) {
321 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "Resizing framebuffer");
330 /* update scissor / window bounds */
331 _mesa_update_draw_buffer_bounds(ctx
);
332 /* Signal new buffer state so that swrast will update its clipping
333 * info (the CLIP_BIT flag).
335 ctx
->NewState
|= _NEW_BUFFERS
;
341 * Examine all the framebuffer's renderbuffers to update the Width/Height
342 * fields of the framebuffer. If we have renderbuffers with different
343 * sizes, set the framebuffer's width and height to zero.
344 * Note: this is only intended for user-created framebuffers, not
345 * window-system framebuffes.
348 update_framebuffer_size(struct gl_framebuffer
*fb
)
350 GLboolean haveSize
= GL_FALSE
;
353 /* user-created framebuffers only */
356 for (i
= 0; i
< BUFFER_COUNT
; i
++) {
357 struct gl_renderbuffer_attachment
*att
= &fb
->Attachment
[i
];
358 const struct gl_renderbuffer
*rb
= att
->Renderbuffer
;
361 if (rb
->Width
!= fb
->Width
&& rb
->Height
!= fb
->Height
) {
369 fb
->Width
= rb
->Width
;
370 fb
->Height
= rb
->Height
;
379 * Update the context's current drawing buffer's Xmin, Xmax, Ymin, Ymax fields.
380 * These values are computed from the buffer's width and height and
381 * the scissor box, if it's enabled.
382 * \param ctx the GL context.
385 _mesa_update_draw_buffer_bounds(GLcontext
*ctx
)
387 struct gl_framebuffer
*buffer
= ctx
->DrawBuffer
;
393 /* user-created framebuffer size depends on the renderbuffers */
394 update_framebuffer_size(buffer
);
399 buffer
->_Xmax
= buffer
->Width
;
400 buffer
->_Ymax
= buffer
->Height
;
402 if (ctx
->Scissor
.Enabled
) {
403 if (ctx
->Scissor
.X
> buffer
->_Xmin
) {
404 buffer
->_Xmin
= ctx
->Scissor
.X
;
406 if (ctx
->Scissor
.Y
> buffer
->_Ymin
) {
407 buffer
->_Ymin
= ctx
->Scissor
.Y
;
409 if (ctx
->Scissor
.X
+ ctx
->Scissor
.Width
< buffer
->_Xmax
) {
410 buffer
->_Xmax
= ctx
->Scissor
.X
+ ctx
->Scissor
.Width
;
412 if (ctx
->Scissor
.Y
+ ctx
->Scissor
.Height
< buffer
->_Ymax
) {
413 buffer
->_Ymax
= ctx
->Scissor
.Y
+ ctx
->Scissor
.Height
;
415 /* finally, check for empty region */
416 if (buffer
->_Xmin
> buffer
->_Xmax
) {
417 buffer
->_Xmin
= buffer
->_Xmax
;
419 if (buffer
->_Ymin
> buffer
->_Ymax
) {
420 buffer
->_Ymin
= buffer
->_Ymax
;
424 ASSERT(buffer
->_Xmin
<= buffer
->_Xmax
);
425 ASSERT(buffer
->_Ymin
<= buffer
->_Ymax
);
430 * The glGet queries of the framebuffer red/green/blue size, stencil size,
431 * etc. are satisfied by the fields of ctx->DrawBuffer->Visual. These can
432 * change depending on the renderbuffer bindings. This function updates
433 * the given framebuffer's Visual from the current renderbuffer bindings.
435 * This may apply to user-created framebuffers or window system framebuffers.
437 * Also note: ctx->DrawBuffer->Visual.depthBits might not equal
438 * ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer.DepthBits.
439 * The former one is used to convert floating point depth values into
443 _mesa_update_framebuffer_visual(struct gl_framebuffer
*fb
)
447 _mesa_bzero(&fb
->Visual
, sizeof(fb
->Visual
));
448 fb
->Visual
.rgbMode
= GL_TRUE
; /* assume this */
450 #if 0 /* this _might_ be needed */
451 if (fb
->_Status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
452 /* leave visual fields zero'd */
457 /* find first RGB or CI renderbuffer */
458 for (i
= 0; i
< BUFFER_COUNT
; i
++) {
459 if (fb
->Attachment
[i
].Renderbuffer
) {
460 const struct gl_renderbuffer
*rb
= fb
->Attachment
[i
].Renderbuffer
;
461 if (rb
->_BaseFormat
== GL_RGBA
|| rb
->_BaseFormat
== GL_RGB
) {
462 fb
->Visual
.redBits
= rb
->RedBits
;
463 fb
->Visual
.greenBits
= rb
->GreenBits
;
464 fb
->Visual
.blueBits
= rb
->BlueBits
;
465 fb
->Visual
.alphaBits
= rb
->AlphaBits
;
466 fb
->Visual
.rgbBits
= fb
->Visual
.redBits
467 + fb
->Visual
.greenBits
+ fb
->Visual
.blueBits
;
468 fb
->Visual
.floatMode
= GL_FALSE
;
471 else if (rb
->_BaseFormat
== GL_COLOR_INDEX
) {
472 fb
->Visual
.indexBits
= rb
->IndexBits
;
473 fb
->Visual
.rgbMode
= GL_FALSE
;
479 if (fb
->Attachment
[BUFFER_DEPTH
].Renderbuffer
) {
480 fb
->Visual
.haveDepthBuffer
= GL_TRUE
;
482 = fb
->Attachment
[BUFFER_DEPTH
].Renderbuffer
->DepthBits
;
485 if (fb
->Attachment
[BUFFER_STENCIL
].Renderbuffer
) {
486 fb
->Visual
.haveStencilBuffer
= GL_TRUE
;
487 fb
->Visual
.stencilBits
488 = fb
->Attachment
[BUFFER_STENCIL
].Renderbuffer
->StencilBits
;
491 if (fb
->Attachment
[BUFFER_ACCUM
].Renderbuffer
) {
492 fb
->Visual
.haveAccumBuffer
= GL_TRUE
;
493 fb
->Visual
.accumRedBits
494 = fb
->Attachment
[BUFFER_DEPTH
].Renderbuffer
->RedBits
;
495 fb
->Visual
.accumGreenBits
496 = fb
->Attachment
[BUFFER_DEPTH
].Renderbuffer
->GreenBits
;
497 fb
->Visual
.accumBlueBits
498 = fb
->Attachment
[BUFFER_DEPTH
].Renderbuffer
->BlueBits
;
499 fb
->Visual
.accumAlphaBits
500 = fb
->Attachment
[BUFFER_DEPTH
].Renderbuffer
->AlphaBits
;
503 compute_depth_max(fb
);
508 * Update the framebuffer's _DepthBuffer field using the renderbuffer
509 * found at the given attachment index.
511 * If that attachment points to a combined GL_DEPTH_STENCIL renderbuffer,
512 * create and install a depth wrapper/adaptor.
514 * \param fb the framebuffer whose _DepthBuffer field to update
515 * \param attIndex indicates the renderbuffer to possibly wrap
518 _mesa_update_depth_buffer(GLcontext
*ctx
,
519 struct gl_framebuffer
*fb
,
522 struct gl_renderbuffer
*depthRb
;
524 /* only one possiblity for now */
525 ASSERT(attIndex
== BUFFER_DEPTH
);
527 depthRb
= fb
->Attachment
[attIndex
].Renderbuffer
;
529 if (depthRb
&& depthRb
->_ActualFormat
== GL_DEPTH24_STENCIL8_EXT
) {
530 /* The attached depth buffer is a GL_DEPTH_STENCIL renderbuffer */
531 if (!fb
->_DepthBuffer
532 || fb
->_DepthBuffer
->Wrapped
!= depthRb
533 || fb
->_DepthBuffer
->_BaseFormat
!= GL_DEPTH_COMPONENT
) {
534 /* need to update wrapper */
535 struct gl_renderbuffer
*wrapper
536 = _mesa_new_z24_renderbuffer_wrapper(ctx
, depthRb
);
537 _mesa_reference_renderbuffer(&fb
->_DepthBuffer
, wrapper
);
538 ASSERT(fb
->_DepthBuffer
->Wrapped
== depthRb
);
542 /* depthRb may be null */
543 _mesa_reference_renderbuffer(&fb
->_DepthBuffer
, depthRb
);
549 * Update the framebuffer's _StencilBuffer field using the renderbuffer
550 * found at the given attachment index.
552 * If that attachment points to a combined GL_DEPTH_STENCIL renderbuffer,
553 * create and install a stencil wrapper/adaptor.
555 * \param fb the framebuffer whose _StencilBuffer field to update
556 * \param attIndex indicates the renderbuffer to possibly wrap
559 _mesa_update_stencil_buffer(GLcontext
*ctx
,
560 struct gl_framebuffer
*fb
,
563 struct gl_renderbuffer
*stencilRb
;
565 ASSERT(attIndex
== BUFFER_DEPTH
||
566 attIndex
== BUFFER_STENCIL
);
568 stencilRb
= fb
->Attachment
[attIndex
].Renderbuffer
;
570 if (stencilRb
&& stencilRb
->_ActualFormat
== GL_DEPTH24_STENCIL8_EXT
) {
571 /* The attached stencil buffer is a GL_DEPTH_STENCIL renderbuffer */
572 if (!fb
->_StencilBuffer
573 || fb
->_StencilBuffer
->Wrapped
!= stencilRb
574 || fb
->_StencilBuffer
->_BaseFormat
!= GL_STENCIL_INDEX
) {
575 /* need to update wrapper */
576 struct gl_renderbuffer
*wrapper
577 = _mesa_new_s8_renderbuffer_wrapper(ctx
, stencilRb
);
578 _mesa_reference_renderbuffer(&fb
->_StencilBuffer
, wrapper
);
579 ASSERT(fb
->_StencilBuffer
->Wrapped
== stencilRb
);
583 /* stencilRb may be null */
584 _mesa_reference_renderbuffer(&fb
->_StencilBuffer
, stencilRb
);
590 * Example DrawBuffers scenarios:
592 * 1. glDrawBuffer(GL_FRONT_AND_BACK), fixed-func or shader writes to
593 * "gl_FragColor" or program writes to the "result.color" register:
595 * fragment color output renderbuffer
596 * --------------------- ---------------
597 * color[0] Front, Back
600 * 2. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]), shader writes to
601 * gl_FragData[i] or program writes to result.color[i] registers:
603 * fragment color output renderbuffer
604 * --------------------- ---------------
610 * 3. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]) and shader writes to
611 * gl_FragColor, or fixed function:
613 * fragment color output renderbuffer
614 * --------------------- ---------------
615 * color[0] Front, Aux0, Aux1
618 * In either case, the list of renderbuffers is stored in the
619 * framebuffer->_ColorDrawBuffers[] array and
620 * framebuffer->_NumColorDrawBuffers indicates the number of buffers.
621 * The renderer (like swrast) has to look at the current fragment shader
622 * to see if it writes to gl_FragColor vs. gl_FragData[i] to determine
623 * how to map color outputs to renderbuffers.
625 * Note that these two calls are equivalent (for fixed function fragment
627 * a) glDrawBuffer(GL_FRONT_AND_BACK); (assuming non-stereo framebuffer)
628 * b) glDrawBuffers(2, [GL_FRONT_LEFT, GL_BACK_LEFT]);
635 * Update the (derived) list of color drawing renderbuffer pointers.
636 * Later, when we're rendering we'll loop from 0 to _NumColorDrawBuffers
640 update_color_draw_buffers(GLcontext
*ctx
, struct gl_framebuffer
*fb
)
644 /* set 0th buffer to NULL now in case _NumColorDrawBuffers is zero */
645 fb
->_ColorDrawBuffers
[0] = NULL
;
647 for (output
= 0; output
< fb
->_NumColorDrawBuffers
; output
++) {
648 GLint buf
= fb
->_ColorDrawBufferIndexes
[output
];
650 fb
->_ColorDrawBuffers
[output
] = fb
->Attachment
[buf
].Renderbuffer
;
653 fb
->_ColorDrawBuffers
[output
] = NULL
;
660 * Update the (derived) color read renderbuffer pointer.
661 * Unlike the DrawBuffer, we can only read from one (or zero) color buffers.
664 update_color_read_buffer(GLcontext
*ctx
, struct gl_framebuffer
*fb
)
667 if (fb
->_ColorReadBufferIndex
== -1 ||
671 fb
->_ColorReadBuffer
= NULL
; /* legal! */
674 ASSERT(fb
->_ColorReadBufferIndex
>= 0);
675 ASSERT(fb
->_ColorReadBufferIndex
< BUFFER_COUNT
);
677 = fb
->Attachment
[fb
->_ColorReadBufferIndex
].Renderbuffer
;
683 * Update a gl_framebuffer's derived state.
685 * Specifically, update these framebuffer fields:
687 * _NumColorDrawBuffers
692 * If the framebuffer is user-created, make sure it's complete.
694 * The following functions (at least) can effect framebuffer state:
695 * glReadBuffer, glDrawBuffer, glDrawBuffersARB, glFramebufferRenderbufferEXT,
696 * glRenderbufferStorageEXT.
699 update_framebuffer(GLcontext
*ctx
, struct gl_framebuffer
*fb
)
702 /* This is a window-system framebuffer */
703 /* Need to update the FB's GL_DRAW_BUFFER state to match the
704 * context state (GL_READ_BUFFER too).
706 if (fb
->ColorDrawBuffer
[0] != ctx
->Color
.DrawBuffer
[0]) {
707 _mesa_drawbuffers(ctx
, ctx
->Const
.MaxDrawBuffers
,
708 ctx
->Color
.DrawBuffer
, NULL
);
710 if (fb
->ColorReadBuffer
!= ctx
->Pixel
.ReadBuffer
) {
715 /* This is a user-created framebuffer.
716 * Completeness only matters for user-created framebuffers.
718 _mesa_test_framebuffer_completeness(ctx
, fb
);
719 _mesa_update_framebuffer_visual(fb
);
722 /* Strictly speaking, we don't need to update the draw-state
723 * if this FB is bound as ctx->ReadBuffer (and conversely, the
724 * read-state if this FB is bound as ctx->DrawBuffer), but no
727 update_color_draw_buffers(ctx
, fb
);
728 update_color_read_buffer(ctx
, fb
);
729 _mesa_update_depth_buffer(ctx
, fb
, BUFFER_DEPTH
);
730 _mesa_update_stencil_buffer(ctx
, fb
, BUFFER_STENCIL
);
732 compute_depth_max(fb
);
737 * Update state related to the current draw/read framebuffers.
740 _mesa_update_framebuffer(GLcontext
*ctx
)
742 struct gl_framebuffer
*drawFb
= ctx
->DrawBuffer
;
743 struct gl_framebuffer
*readFb
= ctx
->ReadBuffer
;
745 update_framebuffer(ctx
, drawFb
);
746 if (readFb
!= drawFb
)
747 update_framebuffer(ctx
, readFb
);
752 * Check if the renderbuffer for a read operation (glReadPixels, glCopyPixels,
753 * glCopyTex[Sub]Image, etc. exists.
754 * \param format a basic image format such as GL_RGB, GL_RGBA, GL_ALPHA,
755 * GL_DEPTH_COMPONENT, etc. or GL_COLOR, GL_DEPTH, GL_STENCIL.
756 * \return GL_TRUE if buffer exists, GL_FALSE otherwise
759 _mesa_source_buffer_exists(GLcontext
*ctx
, GLenum format
)
761 const struct gl_renderbuffer_attachment
*att
762 = ctx
->ReadBuffer
->Attachment
;
764 if (ctx
->ReadBuffer
->_Status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
775 case GL_LUMINANCE_ALPHA
:
783 if (ctx
->ReadBuffer
->_ColorReadBuffer
== NULL
) {
786 /* XXX enable this post 6.5 release:
787 ASSERT(ctx->ReadBuffer->_ColorReadBuffer->RedBits > 0 ||
788 ctx->ReadBuffer->_ColorReadBuffer->IndexBits > 0);
792 case GL_DEPTH_COMPONENT
:
793 if (!att
[BUFFER_DEPTH
].Renderbuffer
) {
796 ASSERT(att
[BUFFER_DEPTH
].Renderbuffer
->DepthBits
> 0);
799 case GL_STENCIL_INDEX
:
800 if (!att
[BUFFER_STENCIL
].Renderbuffer
) {
803 ASSERT(att
[BUFFER_STENCIL
].Renderbuffer
->StencilBits
> 0);
805 case GL_DEPTH_STENCIL_EXT
:
806 if (!att
[BUFFER_DEPTH
].Renderbuffer
||
807 !att
[BUFFER_STENCIL
].Renderbuffer
) {
810 ASSERT(att
[BUFFER_DEPTH
].Renderbuffer
->DepthBits
> 0);
811 ASSERT(att
[BUFFER_STENCIL
].Renderbuffer
->StencilBits
> 0);
815 "Unexpected format 0x%x in _mesa_source_buffer_exists",
826 * As above, but for drawing operations.
827 * XXX code do some code merging w/ above function.
830 _mesa_dest_buffer_exists(GLcontext
*ctx
, GLenum format
)
832 const struct gl_renderbuffer_attachment
*att
833 = ctx
->ReadBuffer
->Attachment
;
835 if (ctx
->DrawBuffer
->_Status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
846 case GL_LUMINANCE_ALPHA
:
854 /* nothing special */
855 /* Could assert that colorbuffer has RedBits > 0 */
858 case GL_DEPTH_COMPONENT
:
859 if (!att
[BUFFER_DEPTH
].Renderbuffer
) {
862 ASSERT(att
[BUFFER_DEPTH
].Renderbuffer
->DepthBits
> 0);
865 case GL_STENCIL_INDEX
:
866 if (!att
[BUFFER_STENCIL
].Renderbuffer
) {
869 ASSERT(att
[BUFFER_STENCIL
].Renderbuffer
->StencilBits
> 0);
871 case GL_DEPTH_STENCIL_EXT
:
872 if (!att
[BUFFER_DEPTH
].Renderbuffer
||
873 !att
[BUFFER_STENCIL
].Renderbuffer
) {
876 ASSERT(att
[BUFFER_DEPTH
].Renderbuffer
->DepthBits
> 0);
877 ASSERT(att
[BUFFER_STENCIL
].Renderbuffer
->StencilBits
> 0);
881 "Unexpected format 0x%x in _mesa_source_buffer_exists",