mesa: Make more consistent use of _mesa_is_{user,winsys}_fbo()
[mesa.git] / src / mesa / main / framebuffer.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.2
4 *
5 * Copyright (C) 1999-2008 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 "buffers.h"
36 #include "context.h"
37 #include "enums.h"
38 #include "formats.h"
39 #include "macros.h"
40 #include "mtypes.h"
41 #include "fbobject.h"
42 #include "framebuffer.h"
43 #include "renderbuffer.h"
44 #include "texobj.h"
45
46
47
48 /**
49 * Compute/set the _DepthMax field for the given framebuffer.
50 * This value depends on the Z buffer resolution.
51 */
52 static void
53 compute_depth_max(struct gl_framebuffer *fb)
54 {
55 if (fb->Visual.depthBits == 0) {
56 /* Special case. Even if we don't have a depth buffer we need
57 * good values for DepthMax for Z vertex transformation purposes
58 * and for per-fragment fog computation.
59 */
60 fb->_DepthMax = (1 << 16) - 1;
61 }
62 else if (fb->Visual.depthBits < 32) {
63 fb->_DepthMax = (1 << fb->Visual.depthBits) - 1;
64 }
65 else {
66 /* Special case since shift values greater than or equal to the
67 * number of bits in the left hand expression's type are undefined.
68 */
69 fb->_DepthMax = 0xffffffff;
70 }
71 fb->_DepthMaxF = (GLfloat) fb->_DepthMax;
72
73 /* Minimum resolvable depth value, for polygon offset */
74 fb->_MRD = (GLfloat)1.0 / fb->_DepthMaxF;
75 }
76
77 /**
78 * Create and initialize a gl_framebuffer object.
79 * This is intended for creating _window_system_ framebuffers, not generic
80 * framebuffer objects ala GL_EXT_framebuffer_object.
81 *
82 * \sa _mesa_new_framebuffer
83 */
84 struct gl_framebuffer *
85 _mesa_create_framebuffer(const struct gl_config *visual)
86 {
87 struct gl_framebuffer *fb = CALLOC_STRUCT(gl_framebuffer);
88 assert(visual);
89 if (fb) {
90 _mesa_initialize_window_framebuffer(fb, visual);
91 }
92 return fb;
93 }
94
95
96 /**
97 * Allocate a new gl_framebuffer object.
98 * This is the default function for ctx->Driver.NewFramebuffer().
99 * This is for allocating user-created framebuffers, not window-system
100 * framebuffers!
101 * \sa _mesa_create_framebuffer
102 */
103 struct gl_framebuffer *
104 _mesa_new_framebuffer(struct gl_context *ctx, GLuint name)
105 {
106 struct gl_framebuffer *fb;
107 (void) ctx;
108 assert(name != 0);
109 fb = CALLOC_STRUCT(gl_framebuffer);
110 if (fb) {
111 _mesa_initialize_user_framebuffer(fb, name);
112 }
113 return fb;
114 }
115
116
117 /**
118 * Initialize a gl_framebuffer object. Typically used to initialize
119 * window system-created framebuffers, not user-created framebuffers.
120 * \sa _mesa_initialize_user_framebuffer
121 */
122 void
123 _mesa_initialize_window_framebuffer(struct gl_framebuffer *fb,
124 const struct gl_config *visual)
125 {
126 assert(fb);
127 assert(visual);
128
129 memset(fb, 0, sizeof(struct gl_framebuffer));
130
131 _glthread_INIT_MUTEX(fb->Mutex);
132
133 fb->RefCount = 1;
134
135 /* save the visual */
136 fb->Visual = *visual;
137
138 /* Init read/draw renderbuffer state */
139 if (visual->doubleBufferMode) {
140 fb->_NumColorDrawBuffers = 1;
141 fb->ColorDrawBuffer[0] = GL_BACK;
142 fb->_ColorDrawBufferIndexes[0] = BUFFER_BACK_LEFT;
143 fb->ColorReadBuffer = GL_BACK;
144 fb->_ColorReadBufferIndex = BUFFER_BACK_LEFT;
145 }
146 else {
147 fb->_NumColorDrawBuffers = 1;
148 fb->ColorDrawBuffer[0] = GL_FRONT;
149 fb->_ColorDrawBufferIndexes[0] = BUFFER_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 * Initialize a user-created gl_framebuffer object.
163 * \sa _mesa_initialize_window_framebuffer
164 */
165 void
166 _mesa_initialize_user_framebuffer(struct gl_framebuffer *fb, GLuint name)
167 {
168 assert(fb);
169 assert(name);
170
171 memset(fb, 0, sizeof(struct gl_framebuffer));
172
173 fb->Name = name;
174 fb->RefCount = 1;
175 fb->_NumColorDrawBuffers = 1;
176 fb->ColorDrawBuffer[0] = GL_COLOR_ATTACHMENT0_EXT;
177 fb->_ColorDrawBufferIndexes[0] = BUFFER_COLOR0;
178 fb->ColorReadBuffer = GL_COLOR_ATTACHMENT0_EXT;
179 fb->_ColorReadBufferIndex = BUFFER_COLOR0;
180 fb->Delete = _mesa_destroy_framebuffer;
181 _glthread_INIT_MUTEX(fb->Mutex);
182 }
183
184
185 /**
186 * Deallocate buffer and everything attached to it.
187 * Typically called via the gl_framebuffer->Delete() method.
188 */
189 void
190 _mesa_destroy_framebuffer(struct gl_framebuffer *fb)
191 {
192 if (fb) {
193 _mesa_free_framebuffer_data(fb);
194 free(fb);
195 }
196 }
197
198
199 /**
200 * Free all the data hanging off the given gl_framebuffer, but don't free
201 * the gl_framebuffer object itself.
202 */
203 void
204 _mesa_free_framebuffer_data(struct gl_framebuffer *fb)
205 {
206 GLuint i;
207
208 assert(fb);
209 assert(fb->RefCount == 0);
210
211 _glthread_DESTROY_MUTEX(fb->Mutex);
212
213 for (i = 0; i < BUFFER_COUNT; i++) {
214 struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
215 if (att->Renderbuffer) {
216 _mesa_reference_renderbuffer(&att->Renderbuffer, NULL);
217 }
218 if (att->Texture) {
219 _mesa_reference_texobj(&att->Texture, NULL);
220 }
221 ASSERT(!att->Renderbuffer);
222 ASSERT(!att->Texture);
223 att->Type = GL_NONE;
224 }
225 }
226
227
228 /**
229 * Set *ptr to point to fb, with refcounting and locking.
230 * This is normally only called from the _mesa_reference_framebuffer() macro
231 * when there's a real pointer change.
232 */
233 void
234 _mesa_reference_framebuffer_(struct gl_framebuffer **ptr,
235 struct gl_framebuffer *fb)
236 {
237 if (*ptr) {
238 /* unreference old renderbuffer */
239 GLboolean deleteFlag = GL_FALSE;
240 struct gl_framebuffer *oldFb = *ptr;
241
242 _glthread_LOCK_MUTEX(oldFb->Mutex);
243 ASSERT(oldFb->RefCount > 0);
244 oldFb->RefCount--;
245 deleteFlag = (oldFb->RefCount == 0);
246 _glthread_UNLOCK_MUTEX(oldFb->Mutex);
247
248 if (deleteFlag)
249 oldFb->Delete(oldFb);
250
251 *ptr = NULL;
252 }
253 assert(!*ptr);
254
255 if (fb) {
256 _glthread_LOCK_MUTEX(fb->Mutex);
257 fb->RefCount++;
258 _glthread_UNLOCK_MUTEX(fb->Mutex);
259 *ptr = fb;
260 }
261 }
262
263
264 /**
265 * Resize the given framebuffer's renderbuffers to the new width and height.
266 * This should only be used for window-system framebuffers, not
267 * user-created renderbuffers (i.e. made with GL_EXT_framebuffer_object).
268 * This will typically be called via ctx->Driver.ResizeBuffers() or directly
269 * from a device driver.
270 *
271 * \note it's possible for ctx to be null since a window can be resized
272 * without a currently bound rendering context.
273 */
274 void
275 _mesa_resize_framebuffer(struct gl_context *ctx, struct gl_framebuffer *fb,
276 GLuint width, GLuint height)
277 {
278 GLuint i;
279
280 /* XXX I think we could check if the size is not changing
281 * and return early.
282 */
283
284 /* Can only resize win-sys framebuffer objects */
285 assert(_mesa_is_winsys_fbo(fb));
286
287 for (i = 0; i < BUFFER_COUNT; i++) {
288 struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
289 if (att->Type == GL_RENDERBUFFER_EXT && att->Renderbuffer) {
290 struct gl_renderbuffer *rb = att->Renderbuffer;
291 /* only resize if size is changing */
292 if (rb->Width != width || rb->Height != height) {
293 if (rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height)) {
294 ASSERT(rb->Width == width);
295 ASSERT(rb->Height == height);
296 }
297 else {
298 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Resizing framebuffer");
299 /* no return */
300 }
301 }
302 }
303 }
304
305 fb->Width = width;
306 fb->Height = height;
307
308 if (ctx) {
309 /* update scissor / window bounds */
310 _mesa_update_draw_buffer_bounds(ctx);
311 /* Signal new buffer state so that swrast will update its clipping
312 * info (the CLIP_BIT flag).
313 */
314 ctx->NewState |= _NEW_BUFFERS;
315 }
316 }
317
318
319
320 /**
321 * XXX THIS IS OBSOLETE - drivers should take care of detecting window
322 * size changes and act accordingly, likely calling _mesa_resize_framebuffer().
323 *
324 * GL_MESA_resize_buffers extension.
325 *
326 * When this function is called, we'll ask the window system how large
327 * the current window is. If it's a new size, we'll call the driver's
328 * ResizeBuffers function. The driver will then resize its color buffers
329 * as needed, and maybe call the swrast's routine for reallocating
330 * swrast-managed depth/stencil/accum/etc buffers.
331 * \note This function should only be called through the GL API, not
332 * from device drivers (as was done in the past).
333 */
334 void
335 _mesa_resizebuffers( struct gl_context *ctx )
336 {
337 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx );
338
339 if (MESA_VERBOSE & VERBOSE_API)
340 _mesa_debug(ctx, "glResizeBuffersMESA\n");
341
342 if (!ctx->Driver.GetBufferSize) {
343 return;
344 }
345
346 if (ctx->WinSysDrawBuffer) {
347 GLuint newWidth, newHeight;
348 struct gl_framebuffer *buffer = ctx->WinSysDrawBuffer;
349
350 assert(_mesa_is_winsys_fbo(buffer));
351
352 /* ask device driver for size of output buffer */
353 ctx->Driver.GetBufferSize( buffer, &newWidth, &newHeight );
354
355 /* see if size of device driver's color buffer (window) has changed */
356 if (buffer->Width != newWidth || buffer->Height != newHeight) {
357 if (ctx->Driver.ResizeBuffers)
358 ctx->Driver.ResizeBuffers(ctx, buffer, newWidth, newHeight );
359 }
360 }
361
362 if (ctx->WinSysReadBuffer
363 && ctx->WinSysReadBuffer != ctx->WinSysDrawBuffer) {
364 GLuint newWidth, newHeight;
365 struct gl_framebuffer *buffer = ctx->WinSysReadBuffer;
366
367 assert(_mesa_is_winsys_fbo(buffer));
368
369 /* ask device driver for size of read buffer */
370 ctx->Driver.GetBufferSize( buffer, &newWidth, &newHeight );
371
372 /* see if size of device driver's color buffer (window) has changed */
373 if (buffer->Width != newWidth || buffer->Height != newHeight) {
374 if (ctx->Driver.ResizeBuffers)
375 ctx->Driver.ResizeBuffers(ctx, buffer, newWidth, newHeight );
376 }
377 }
378
379 ctx->NewState |= _NEW_BUFFERS; /* to update scissor / window bounds */
380 }
381
382
383 /*
384 * XXX THIS IS OBSOLETE
385 */
386 void GLAPIENTRY
387 _mesa_ResizeBuffersMESA( void )
388 {
389 GET_CURRENT_CONTEXT(ctx);
390
391 if (ctx->Extensions.MESA_resize_buffers)
392 _mesa_resizebuffers( ctx );
393 }
394
395
396
397 /**
398 * Examine all the framebuffer's renderbuffers to update the Width/Height
399 * fields of the framebuffer. If we have renderbuffers with different
400 * sizes, set the framebuffer's width and height to the min size.
401 * Note: this is only intended for user-created framebuffers, not
402 * window-system framebuffes.
403 */
404 static void
405 update_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb)
406 {
407 GLuint minWidth = ~0, minHeight = ~0;
408 GLuint i;
409
410 /* user-created framebuffers only */
411 assert(_mesa_is_user_fbo(fb));
412
413 for (i = 0; i < BUFFER_COUNT; i++) {
414 struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
415 const struct gl_renderbuffer *rb = att->Renderbuffer;
416 if (rb) {
417 minWidth = MIN2(minWidth, rb->Width);
418 minHeight = MIN2(minHeight, rb->Height);
419 }
420 }
421
422 if (minWidth != ~0) {
423 fb->Width = minWidth;
424 fb->Height = minHeight;
425 }
426 else {
427 fb->Width = 0;
428 fb->Height = 0;
429 }
430 }
431
432
433 /**
434 * Update the context's current drawing buffer's Xmin, Xmax, Ymin, Ymax fields.
435 * These values are computed from the buffer's width and height and
436 * the scissor box, if it's enabled.
437 * \param ctx the GL context.
438 */
439 void
440 _mesa_update_draw_buffer_bounds(struct gl_context *ctx)
441 {
442 struct gl_framebuffer *buffer = ctx->DrawBuffer;
443
444 if (!buffer)
445 return;
446
447 if (_mesa_is_user_fbo(buffer)) {
448 /* user-created framebuffer size depends on the renderbuffers */
449 update_framebuffer_size(ctx, buffer);
450 }
451
452 buffer->_Xmin = 0;
453 buffer->_Ymin = 0;
454 buffer->_Xmax = buffer->Width;
455 buffer->_Ymax = buffer->Height;
456
457 if (ctx->Scissor.Enabled) {
458 if (ctx->Scissor.X > buffer->_Xmin) {
459 buffer->_Xmin = ctx->Scissor.X;
460 }
461 if (ctx->Scissor.Y > buffer->_Ymin) {
462 buffer->_Ymin = ctx->Scissor.Y;
463 }
464 if (ctx->Scissor.X + ctx->Scissor.Width < buffer->_Xmax) {
465 buffer->_Xmax = ctx->Scissor.X + ctx->Scissor.Width;
466 }
467 if (ctx->Scissor.Y + ctx->Scissor.Height < buffer->_Ymax) {
468 buffer->_Ymax = ctx->Scissor.Y + ctx->Scissor.Height;
469 }
470 /* finally, check for empty region */
471 if (buffer->_Xmin > buffer->_Xmax) {
472 buffer->_Xmin = buffer->_Xmax;
473 }
474 if (buffer->_Ymin > buffer->_Ymax) {
475 buffer->_Ymin = buffer->_Ymax;
476 }
477 }
478
479 ASSERT(buffer->_Xmin <= buffer->_Xmax);
480 ASSERT(buffer->_Ymin <= buffer->_Ymax);
481 }
482
483
484 /**
485 * The glGet queries of the framebuffer red/green/blue size, stencil size,
486 * etc. are satisfied by the fields of ctx->DrawBuffer->Visual. These can
487 * change depending on the renderbuffer bindings. This function updates
488 * the given framebuffer's Visual from the current renderbuffer bindings.
489 *
490 * This may apply to user-created framebuffers or window system framebuffers.
491 *
492 * Also note: ctx->DrawBuffer->Visual.depthBits might not equal
493 * ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer.DepthBits.
494 * The former one is used to convert floating point depth values into
495 * integer Z values.
496 */
497 void
498 _mesa_update_framebuffer_visual(struct gl_context *ctx,
499 struct gl_framebuffer *fb)
500 {
501 GLuint i;
502
503 memset(&fb->Visual, 0, sizeof(fb->Visual));
504 fb->Visual.rgbMode = GL_TRUE; /* assume this */
505
506 #if 0 /* this _might_ be needed */
507 if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
508 /* leave visual fields zero'd */
509 return;
510 }
511 #endif
512
513 /* find first RGB renderbuffer */
514 for (i = 0; i < BUFFER_COUNT; i++) {
515 if (fb->Attachment[i].Renderbuffer) {
516 const struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer;
517 const GLenum baseFormat = _mesa_get_format_base_format(rb->Format);
518 const gl_format fmt = rb->Format;
519
520 /* Grab samples and sampleBuffers from any attachment point (assuming
521 * the framebuffer is complete, we'll get the same answer from all
522 * attachments).
523 */
524 fb->Visual.samples = rb->NumSamples;
525 fb->Visual.sampleBuffers = rb->NumSamples > 0 ? 1 : 0;
526
527 if (_mesa_is_legal_color_format(ctx, baseFormat)) {
528 fb->Visual.redBits = _mesa_get_format_bits(fmt, GL_RED_BITS);
529 fb->Visual.greenBits = _mesa_get_format_bits(fmt, GL_GREEN_BITS);
530 fb->Visual.blueBits = _mesa_get_format_bits(fmt, GL_BLUE_BITS);
531 fb->Visual.alphaBits = _mesa_get_format_bits(fmt, GL_ALPHA_BITS);
532 fb->Visual.rgbBits = fb->Visual.redBits
533 + fb->Visual.greenBits + fb->Visual.blueBits;
534 if (_mesa_get_format_color_encoding(fmt) == GL_SRGB)
535 fb->Visual.sRGBCapable = ctx->Extensions.EXT_framebuffer_sRGB;
536 break;
537 }
538 }
539 }
540
541 fb->Visual.floatMode = GL_FALSE;
542 for (i = 0; i < BUFFER_COUNT; i++) {
543 if (fb->Attachment[i].Renderbuffer) {
544 const struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer;
545 const gl_format fmt = rb->Format;
546
547 if (_mesa_get_format_datatype(fmt) == GL_FLOAT) {
548 fb->Visual.floatMode = GL_TRUE;
549 break;
550 }
551 }
552 }
553
554 if (fb->Attachment[BUFFER_DEPTH].Renderbuffer) {
555 const struct gl_renderbuffer *rb =
556 fb->Attachment[BUFFER_DEPTH].Renderbuffer;
557 const gl_format fmt = rb->Format;
558 fb->Visual.haveDepthBuffer = GL_TRUE;
559 fb->Visual.depthBits = _mesa_get_format_bits(fmt, GL_DEPTH_BITS);
560 }
561
562 if (fb->Attachment[BUFFER_STENCIL].Renderbuffer) {
563 const struct gl_renderbuffer *rb =
564 fb->Attachment[BUFFER_STENCIL].Renderbuffer;
565 const gl_format fmt = rb->Format;
566 fb->Visual.haveStencilBuffer = GL_TRUE;
567 fb->Visual.stencilBits = _mesa_get_format_bits(fmt, GL_STENCIL_BITS);
568 }
569
570 if (fb->Attachment[BUFFER_ACCUM].Renderbuffer) {
571 const struct gl_renderbuffer *rb =
572 fb->Attachment[BUFFER_ACCUM].Renderbuffer;
573 const gl_format fmt = rb->Format;
574 fb->Visual.haveAccumBuffer = GL_TRUE;
575 fb->Visual.accumRedBits = _mesa_get_format_bits(fmt, GL_RED_BITS);
576 fb->Visual.accumGreenBits = _mesa_get_format_bits(fmt, GL_GREEN_BITS);
577 fb->Visual.accumBlueBits = _mesa_get_format_bits(fmt, GL_BLUE_BITS);
578 fb->Visual.accumAlphaBits = _mesa_get_format_bits(fmt, GL_ALPHA_BITS);
579 }
580
581 compute_depth_max(fb);
582 }
583
584
585 /*
586 * Example DrawBuffers scenarios:
587 *
588 * 1. glDrawBuffer(GL_FRONT_AND_BACK), fixed-func or shader writes to
589 * "gl_FragColor" or program writes to the "result.color" register:
590 *
591 * fragment color output renderbuffer
592 * --------------------- ---------------
593 * color[0] Front, Back
594 *
595 *
596 * 2. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]), shader writes to
597 * gl_FragData[i] or program writes to result.color[i] registers:
598 *
599 * fragment color output renderbuffer
600 * --------------------- ---------------
601 * color[0] Front
602 * color[1] Aux0
603 * color[3] Aux1
604 *
605 *
606 * 3. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]) and shader writes to
607 * gl_FragColor, or fixed function:
608 *
609 * fragment color output renderbuffer
610 * --------------------- ---------------
611 * color[0] Front, Aux0, Aux1
612 *
613 *
614 * In either case, the list of renderbuffers is stored in the
615 * framebuffer->_ColorDrawBuffers[] array and
616 * framebuffer->_NumColorDrawBuffers indicates the number of buffers.
617 * The renderer (like swrast) has to look at the current fragment shader
618 * to see if it writes to gl_FragColor vs. gl_FragData[i] to determine
619 * how to map color outputs to renderbuffers.
620 *
621 * Note that these two calls are equivalent (for fixed function fragment
622 * shading anyway):
623 * a) glDrawBuffer(GL_FRONT_AND_BACK); (assuming non-stereo framebuffer)
624 * b) glDrawBuffers(2, [GL_FRONT_LEFT, GL_BACK_LEFT]);
625 */
626
627
628
629
630 /**
631 * Update the (derived) list of color drawing renderbuffer pointers.
632 * Later, when we're rendering we'll loop from 0 to _NumColorDrawBuffers
633 * writing colors.
634 */
635 static void
636 update_color_draw_buffers(struct gl_context *ctx, struct gl_framebuffer *fb)
637 {
638 GLuint output;
639
640 /* set 0th buffer to NULL now in case _NumColorDrawBuffers is zero */
641 fb->_ColorDrawBuffers[0] = NULL;
642
643 for (output = 0; output < fb->_NumColorDrawBuffers; output++) {
644 GLint buf = fb->_ColorDrawBufferIndexes[output];
645 if (buf >= 0) {
646 fb->_ColorDrawBuffers[output] = fb->Attachment[buf].Renderbuffer;
647 }
648 else {
649 fb->_ColorDrawBuffers[output] = NULL;
650 }
651 }
652 }
653
654
655 /**
656 * Update the (derived) color read renderbuffer pointer.
657 * Unlike the DrawBuffer, we can only read from one (or zero) color buffers.
658 */
659 static void
660 update_color_read_buffer(struct gl_context *ctx, struct gl_framebuffer *fb)
661 {
662 (void) ctx;
663 if (fb->_ColorReadBufferIndex == -1 ||
664 fb->DeletePending ||
665 fb->Width == 0 ||
666 fb->Height == 0) {
667 fb->_ColorReadBuffer = NULL; /* legal! */
668 }
669 else {
670 ASSERT(fb->_ColorReadBufferIndex >= 0);
671 ASSERT(fb->_ColorReadBufferIndex < BUFFER_COUNT);
672 fb->_ColorReadBuffer
673 = fb->Attachment[fb->_ColorReadBufferIndex].Renderbuffer;
674 }
675 }
676
677
678 /**
679 * Update a gl_framebuffer's derived state.
680 *
681 * Specifically, update these framebuffer fields:
682 * _ColorDrawBuffers
683 * _NumColorDrawBuffers
684 * _ColorReadBuffer
685 *
686 * If the framebuffer is user-created, make sure it's complete.
687 *
688 * The following functions (at least) can effect framebuffer state:
689 * glReadBuffer, glDrawBuffer, glDrawBuffersARB, glFramebufferRenderbufferEXT,
690 * glRenderbufferStorageEXT.
691 */
692 static void
693 update_framebuffer(struct gl_context *ctx, struct gl_framebuffer *fb)
694 {
695 if (_mesa_is_winsys_fbo(fb)) {
696 /* This is a window-system framebuffer */
697 /* Need to update the FB's GL_DRAW_BUFFER state to match the
698 * context state (GL_READ_BUFFER too).
699 */
700 if (fb->ColorDrawBuffer[0] != ctx->Color.DrawBuffer[0]) {
701 _mesa_drawbuffers(ctx, ctx->Const.MaxDrawBuffers,
702 ctx->Color.DrawBuffer, NULL);
703 }
704 }
705 else {
706 /* This is a user-created framebuffer.
707 * Completeness only matters for user-created framebuffers.
708 */
709 if (fb->_Status != GL_FRAMEBUFFER_COMPLETE) {
710 _mesa_test_framebuffer_completeness(ctx, fb);
711 }
712 }
713
714 /* Strictly speaking, we don't need to update the draw-state
715 * if this FB is bound as ctx->ReadBuffer (and conversely, the
716 * read-state if this FB is bound as ctx->DrawBuffer), but no
717 * harm.
718 */
719 update_color_draw_buffers(ctx, fb);
720 update_color_read_buffer(ctx, fb);
721
722 compute_depth_max(fb);
723 }
724
725
726 /**
727 * Update state related to the current draw/read framebuffers.
728 */
729 void
730 _mesa_update_framebuffer(struct gl_context *ctx)
731 {
732 struct gl_framebuffer *drawFb;
733 struct gl_framebuffer *readFb;
734
735 assert(ctx);
736 drawFb = ctx->DrawBuffer;
737 readFb = ctx->ReadBuffer;
738
739 update_framebuffer(ctx, drawFb);
740 if (readFb != drawFb)
741 update_framebuffer(ctx, readFb);
742 }
743
744
745 /**
746 * Check if the renderbuffer for a read/draw operation exists.
747 * \param format a basic image format such as GL_RGB, GL_RGBA, GL_ALPHA,
748 * GL_DEPTH_COMPONENT, etc. or GL_COLOR, GL_DEPTH, GL_STENCIL.
749 * \param reading if TRUE, we're going to read from the buffer,
750 if FALSE, we're going to write to the buffer.
751 * \return GL_TRUE if buffer exists, GL_FALSE otherwise
752 */
753 static GLboolean
754 renderbuffer_exists(struct gl_context *ctx,
755 struct gl_framebuffer *fb,
756 GLenum format,
757 GLboolean reading)
758 {
759 const struct gl_renderbuffer_attachment *att = fb->Attachment;
760
761 /* If we don't know the framebuffer status, update it now */
762 if (fb->_Status == 0) {
763 _mesa_test_framebuffer_completeness(ctx, fb);
764 }
765
766 if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
767 return GL_FALSE;
768 }
769
770 switch (format) {
771 case GL_COLOR:
772 case GL_RED:
773 case GL_GREEN:
774 case GL_BLUE:
775 case GL_ALPHA:
776 case GL_LUMINANCE:
777 case GL_LUMINANCE_ALPHA:
778 case GL_INTENSITY:
779 case GL_RG:
780 case GL_RGB:
781 case GL_BGR:
782 case GL_RGBA:
783 case GL_BGRA:
784 case GL_ABGR_EXT:
785 case GL_RED_INTEGER_EXT:
786 case GL_RG_INTEGER:
787 case GL_GREEN_INTEGER_EXT:
788 case GL_BLUE_INTEGER_EXT:
789 case GL_ALPHA_INTEGER_EXT:
790 case GL_RGB_INTEGER_EXT:
791 case GL_RGBA_INTEGER_EXT:
792 case GL_BGR_INTEGER_EXT:
793 case GL_BGRA_INTEGER_EXT:
794 case GL_LUMINANCE_INTEGER_EXT:
795 case GL_LUMINANCE_ALPHA_INTEGER_EXT:
796 if (reading) {
797 /* about to read from a color buffer */
798 const struct gl_renderbuffer *readBuf = fb->_ColorReadBuffer;
799 if (!readBuf) {
800 return GL_FALSE;
801 }
802 ASSERT(_mesa_get_format_bits(readBuf->Format, GL_RED_BITS) > 0 ||
803 _mesa_get_format_bits(readBuf->Format, GL_ALPHA_BITS) > 0 ||
804 _mesa_get_format_bits(readBuf->Format, GL_TEXTURE_LUMINANCE_SIZE) > 0 ||
805 _mesa_get_format_bits(readBuf->Format, GL_TEXTURE_INTENSITY_SIZE) > 0 ||
806 _mesa_get_format_bits(readBuf->Format, GL_INDEX_BITS) > 0);
807 }
808 else {
809 /* about to draw to zero or more color buffers (none is OK) */
810 return GL_TRUE;
811 }
812 break;
813 case GL_DEPTH:
814 case GL_DEPTH_COMPONENT:
815 if (att[BUFFER_DEPTH].Type == GL_NONE) {
816 return GL_FALSE;
817 }
818 break;
819 case GL_STENCIL:
820 case GL_STENCIL_INDEX:
821 if (att[BUFFER_STENCIL].Type == GL_NONE) {
822 return GL_FALSE;
823 }
824 break;
825 case GL_DEPTH_STENCIL_EXT:
826 if (att[BUFFER_DEPTH].Type == GL_NONE ||
827 att[BUFFER_STENCIL].Type == GL_NONE) {
828 return GL_FALSE;
829 }
830 break;
831 default:
832 _mesa_problem(ctx,
833 "Unexpected format 0x%x in renderbuffer_exists",
834 format);
835 return GL_FALSE;
836 }
837
838 /* OK */
839 return GL_TRUE;
840 }
841
842
843 /**
844 * Check if the renderbuffer for a read operation (glReadPixels, glCopyPixels,
845 * glCopyTex[Sub]Image, etc) exists.
846 * \param format a basic image format such as GL_RGB, GL_RGBA, GL_ALPHA,
847 * GL_DEPTH_COMPONENT, etc. or GL_COLOR, GL_DEPTH, GL_STENCIL.
848 * \return GL_TRUE if buffer exists, GL_FALSE otherwise
849 */
850 GLboolean
851 _mesa_source_buffer_exists(struct gl_context *ctx, GLenum format)
852 {
853 return renderbuffer_exists(ctx, ctx->ReadBuffer, format, GL_TRUE);
854 }
855
856
857 /**
858 * As above, but for drawing operations.
859 */
860 GLboolean
861 _mesa_dest_buffer_exists(struct gl_context *ctx, GLenum format)
862 {
863 return renderbuffer_exists(ctx, ctx->DrawBuffer, format, GL_FALSE);
864 }
865
866
867 /**
868 * Used to answer the GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES query.
869 */
870 GLenum
871 _mesa_get_color_read_format(struct gl_context *ctx)
872 {
873 switch (ctx->ReadBuffer->_ColorReadBuffer->Format) {
874 case MESA_FORMAT_ARGB8888:
875 return GL_BGRA;
876 case MESA_FORMAT_RGB565:
877 return GL_BGR;
878 default:
879 return GL_RGBA;
880 }
881 }
882
883
884 /**
885 * Used to answer the GL_IMPLEMENTATION_COLOR_READ_TYPE_OES query.
886 */
887 GLenum
888 _mesa_get_color_read_type(struct gl_context *ctx)
889 {
890 switch (ctx->ReadBuffer->_ColorReadBuffer->Format) {
891 case MESA_FORMAT_ARGB8888:
892 return GL_UNSIGNED_BYTE;
893 case MESA_FORMAT_RGB565:
894 return GL_UNSIGNED_SHORT_5_6_5_REV;
895 default:
896 return GL_UNSIGNED_BYTE;
897 }
898 }
899
900
901 /**
902 * Print framebuffer info to stderr, for debugging.
903 */
904 void
905 _mesa_print_framebuffer(const struct gl_framebuffer *fb)
906 {
907 GLuint i;
908
909 fprintf(stderr, "Mesa Framebuffer %u at %p\n", fb->Name, (void *) fb);
910 fprintf(stderr, " Size: %u x %u Status: %s\n", fb->Width, fb->Height,
911 _mesa_lookup_enum_by_nr(fb->_Status));
912 fprintf(stderr, " Attachments:\n");
913
914 for (i = 0; i < BUFFER_COUNT; i++) {
915 const struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
916 if (att->Type == GL_TEXTURE) {
917 const struct gl_texture_image *texImage =
918 _mesa_get_attachment_teximage_const(att);
919 fprintf(stderr,
920 " %2d: Texture %u, level %u, face %u, slice %u, complete %d\n",
921 i, att->Texture->Name, att->TextureLevel, att->CubeMapFace,
922 att->Zoffset, att->Complete);
923 fprintf(stderr, " Size: %u x %u x %u Format %s\n",
924 texImage->Width, texImage->Height, texImage->Depth,
925 _mesa_get_format_name(texImage->TexFormat));
926 }
927 else if (att->Type == GL_RENDERBUFFER) {
928 fprintf(stderr, " %2d: Renderbuffer %u, complete %d\n",
929 i, att->Renderbuffer->Name, att->Complete);
930 fprintf(stderr, " Size: %u x %u Format %s\n",
931 att->Renderbuffer->Width, att->Renderbuffer->Height,
932 _mesa_get_format_name(att->Renderbuffer->Format));
933 }
934 else {
935 fprintf(stderr, " %2d: none\n", i);
936 }
937 }
938 }