Merge branch 'gallium-tex-surfaces' into gallium-0.1
[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 * Examine all the framebuffer's renderbuffers to update the Width/Height
343 * fields of the framebuffer. If we have renderbuffers with different
344 * sizes, set the framebuffer's width and height to zero.
345 * Note: this is only intended for user-created framebuffers, not
346 * window-system framebuffes.
347 */
348 static void
349 update_framebuffer_size(struct gl_framebuffer *fb)
350 {
351 GLboolean haveSize = GL_FALSE;
352 GLuint i;
353
354 /* user-created framebuffers only */
355 assert(fb->Name);
356
357 for (i = 0; i < BUFFER_COUNT; i++) {
358 struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
359 const struct gl_renderbuffer *rb = att->Renderbuffer;
360 if (rb) {
361 if (haveSize) {
362 if (rb->Width != fb->Width && rb->Height != fb->Height) {
363 /* size mismatch! */
364 fb->Width = 0;
365 fb->Height = 0;
366 return;
367 }
368 }
369 else {
370 fb->Width = rb->Width;
371 fb->Height = rb->Height;
372 haveSize = GL_TRUE;
373 }
374 }
375 }
376 }
377
378
379 /**
380 * Update the context's current drawing buffer's Xmin, Xmax, Ymin, Ymax fields.
381 * These values are computed from the buffer's width and height and
382 * the scissor box, if it's enabled.
383 * \param ctx the GL context.
384 */
385 void
386 _mesa_update_draw_buffer_bounds(GLcontext *ctx)
387 {
388 struct gl_framebuffer *buffer = ctx->DrawBuffer;
389
390 if (!buffer)
391 return;
392
393 if (buffer->Name) {
394 /* user-created framebuffer size depends on the renderbuffers */
395 update_framebuffer_size(buffer);
396 }
397
398 buffer->_Xmin = 0;
399 buffer->_Ymin = 0;
400 buffer->_Xmax = buffer->Width;
401 buffer->_Ymax = buffer->Height;
402
403 if (ctx->Scissor.Enabled) {
404 if (ctx->Scissor.X > buffer->_Xmin) {
405 buffer->_Xmin = ctx->Scissor.X;
406 }
407 if (ctx->Scissor.Y > buffer->_Ymin) {
408 buffer->_Ymin = ctx->Scissor.Y;
409 }
410 if (ctx->Scissor.X + ctx->Scissor.Width < buffer->_Xmax) {
411 buffer->_Xmax = ctx->Scissor.X + ctx->Scissor.Width;
412 }
413 if (ctx->Scissor.Y + ctx->Scissor.Height < buffer->_Ymax) {
414 buffer->_Ymax = ctx->Scissor.Y + ctx->Scissor.Height;
415 }
416 /* finally, check for empty region */
417 if (buffer->_Xmin > buffer->_Xmax) {
418 buffer->_Xmin = buffer->_Xmax;
419 }
420 if (buffer->_Ymin > buffer->_Ymax) {
421 buffer->_Ymin = buffer->_Ymax;
422 }
423 }
424
425 ASSERT(buffer->_Xmin <= buffer->_Xmax);
426 ASSERT(buffer->_Ymin <= buffer->_Ymax);
427 }
428
429
430 /**
431 * The glGet queries of the framebuffer red/green/blue size, stencil size,
432 * etc. are satisfied by the fields of ctx->DrawBuffer->Visual. These can
433 * change depending on the renderbuffer bindings. This function updates
434 * the given framebuffer's Visual from the current renderbuffer bindings.
435 *
436 * This may apply to user-created framebuffers or window system framebuffers.
437 *
438 * Also note: ctx->DrawBuffer->Visual.depthBits might not equal
439 * ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer.DepthBits.
440 * The former one is used to convert floating point depth values into
441 * integer Z values.
442 */
443 void
444 _mesa_update_framebuffer_visual(struct gl_framebuffer *fb)
445 {
446 GLuint i;
447
448 _mesa_bzero(&fb->Visual, sizeof(fb->Visual));
449 fb->Visual.rgbMode = GL_TRUE; /* assume this */
450
451 #if 0 /* this _might_ be needed */
452 if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
453 /* leave visual fields zero'd */
454 return;
455 }
456 #endif
457
458 /* find first RGB or CI renderbuffer */
459 for (i = 0; i < BUFFER_COUNT; i++) {
460 if (fb->Attachment[i].Renderbuffer) {
461 const struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer;
462 if (rb->_BaseFormat == GL_RGBA || rb->_BaseFormat == GL_RGB) {
463 fb->Visual.redBits = rb->RedBits;
464 fb->Visual.greenBits = rb->GreenBits;
465 fb->Visual.blueBits = rb->BlueBits;
466 fb->Visual.alphaBits = rb->AlphaBits;
467 fb->Visual.rgbBits = fb->Visual.redBits
468 + fb->Visual.greenBits + fb->Visual.blueBits;
469 fb->Visual.floatMode = GL_FALSE;
470 break;
471 }
472 else if (rb->_BaseFormat == GL_COLOR_INDEX) {
473 fb->Visual.indexBits = rb->IndexBits;
474 fb->Visual.rgbMode = GL_FALSE;
475 break;
476 }
477 }
478 }
479
480 if (fb->Attachment[BUFFER_DEPTH].Renderbuffer) {
481 fb->Visual.haveDepthBuffer = GL_TRUE;
482 fb->Visual.depthBits
483 = fb->Attachment[BUFFER_DEPTH].Renderbuffer->DepthBits;
484 }
485
486 if (fb->Attachment[BUFFER_STENCIL].Renderbuffer) {
487 fb->Visual.haveStencilBuffer = GL_TRUE;
488 fb->Visual.stencilBits
489 = fb->Attachment[BUFFER_STENCIL].Renderbuffer->StencilBits;
490 }
491
492 if (fb->Attachment[BUFFER_ACCUM].Renderbuffer) {
493 fb->Visual.haveAccumBuffer = GL_TRUE;
494 fb->Visual.accumRedBits
495 = fb->Attachment[BUFFER_DEPTH].Renderbuffer->RedBits;
496 fb->Visual.accumGreenBits
497 = fb->Attachment[BUFFER_DEPTH].Renderbuffer->GreenBits;
498 fb->Visual.accumBlueBits
499 = fb->Attachment[BUFFER_DEPTH].Renderbuffer->BlueBits;
500 fb->Visual.accumAlphaBits
501 = fb->Attachment[BUFFER_DEPTH].Renderbuffer->AlphaBits;
502 }
503
504 compute_depth_max(fb);
505 }
506
507
508 /**
509 * Update the framebuffer's _DepthBuffer field using the renderbuffer
510 * found at the given attachment index.
511 *
512 * If that attachment points to a combined GL_DEPTH_STENCIL renderbuffer,
513 * create and install a depth wrapper/adaptor.
514 *
515 * \param fb the framebuffer whose _DepthBuffer field to update
516 * \param attIndex indicates the renderbuffer to possibly wrap
517 */
518 void
519 _mesa_update_depth_buffer(GLcontext *ctx,
520 struct gl_framebuffer *fb,
521 GLuint attIndex)
522 {
523 struct gl_renderbuffer *depthRb;
524
525 /* only one possiblity for now */
526 ASSERT(attIndex == BUFFER_DEPTH);
527
528 depthRb = fb->Attachment[attIndex].Renderbuffer;
529
530 if (depthRb && depthRb->_ActualFormat == GL_DEPTH24_STENCIL8_EXT) {
531 /* The attached depth buffer is a GL_DEPTH_STENCIL renderbuffer */
532 if (!fb->_DepthBuffer
533 || fb->_DepthBuffer->Wrapped != depthRb
534 || fb->_DepthBuffer->_BaseFormat != GL_DEPTH_COMPONENT) {
535 /* need to update wrapper */
536 struct gl_renderbuffer *wrapper
537 = _mesa_new_z24_renderbuffer_wrapper(ctx, depthRb);
538 _mesa_reference_renderbuffer(&fb->_DepthBuffer, wrapper);
539 ASSERT(fb->_DepthBuffer->Wrapped == depthRb);
540 }
541 }
542 else {
543 /* depthRb may be null */
544 _mesa_reference_renderbuffer(&fb->_DepthBuffer, depthRb);
545 }
546 }
547
548
549 /**
550 * Update the framebuffer's _StencilBuffer field using the renderbuffer
551 * found at the given attachment index.
552 *
553 * If that attachment points to a combined GL_DEPTH_STENCIL renderbuffer,
554 * create and install a stencil wrapper/adaptor.
555 *
556 * \param fb the framebuffer whose _StencilBuffer field to update
557 * \param attIndex indicates the renderbuffer to possibly wrap
558 */
559 void
560 _mesa_update_stencil_buffer(GLcontext *ctx,
561 struct gl_framebuffer *fb,
562 GLuint attIndex)
563 {
564 struct gl_renderbuffer *stencilRb;
565
566 ASSERT(attIndex == BUFFER_DEPTH ||
567 attIndex == BUFFER_STENCIL);
568
569 stencilRb = fb->Attachment[attIndex].Renderbuffer;
570
571 if (stencilRb && stencilRb->_ActualFormat == GL_DEPTH24_STENCIL8_EXT) {
572 /* The attached stencil buffer is a GL_DEPTH_STENCIL renderbuffer */
573 if (!fb->_StencilBuffer
574 || fb->_StencilBuffer->Wrapped != stencilRb
575 || fb->_StencilBuffer->_BaseFormat != GL_STENCIL_INDEX) {
576 /* need to update wrapper */
577 struct gl_renderbuffer *wrapper
578 = _mesa_new_s8_renderbuffer_wrapper(ctx, stencilRb);
579 _mesa_reference_renderbuffer(&fb->_StencilBuffer, wrapper);
580 ASSERT(fb->_StencilBuffer->Wrapped == stencilRb);
581 }
582 }
583 else {
584 /* stencilRb may be null */
585 _mesa_reference_renderbuffer(&fb->_StencilBuffer, stencilRb);
586 }
587 }
588
589
590 /**
591 * Update the list of color drawing renderbuffer pointers.
592 * Later, when we're rendering we'll loop from 0 to _NumColorDrawBuffers
593 * writing colors.
594 */
595 static void
596 update_color_draw_buffers(GLcontext *ctx, struct gl_framebuffer *fb)
597 {
598 GLuint output;
599
600 /*
601 * Fragment programs can write to multiple colorbuffers with
602 * the GL_ARB_draw_buffers extension.
603 */
604 for (output = 0; output < ctx->Const.MaxDrawBuffers; output++) {
605 GLbitfield bufferMask = fb->_ColorDrawBufferMask[output];
606 GLuint count = 0;
607 GLuint i;
608 if (!fb->DeletePending) {
609 /* We need the inner loop here because glDrawBuffer(GL_FRONT_AND_BACK)
610 * can specify writing to two or four color buffers (for example).
611 */
612 for (i = 0; bufferMask && i < BUFFER_COUNT; i++) {
613 const GLuint bufferBit = 1 << i;
614 if (bufferBit & bufferMask) {
615 struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer;
616 if (rb && rb->Width > 0 && rb->Height > 0) {
617 fb->_ColorDrawBuffers[output][count] = rb;
618 count++;
619 }
620 else {
621 /*
622 _mesa_warning(ctx, "DrawBuffer names a missing buffer!\n");
623 */
624 }
625 bufferMask &= ~bufferBit;
626 }
627 }
628 }
629 fb->_NumColorDrawBuffers[output] = count;
630 }
631 }
632
633
634 /**
635 * Update the color read renderbuffer pointer.
636 * Unlike the DrawBuffer, we can only read from one (or zero) color buffers.
637 */
638 static void
639 update_color_read_buffer(GLcontext *ctx, struct gl_framebuffer *fb)
640 {
641 (void) ctx;
642 if (fb->_ColorReadBufferIndex == -1 ||
643 fb->DeletePending ||
644 fb->Width == 0 ||
645 fb->Height == 0) {
646 fb->_ColorReadBuffer = NULL; /* legal! */
647 }
648 else {
649 ASSERT(fb->_ColorReadBufferIndex >= 0);
650 ASSERT(fb->_ColorReadBufferIndex < BUFFER_COUNT);
651 fb->_ColorReadBuffer
652 = fb->Attachment[fb->_ColorReadBufferIndex].Renderbuffer;
653 }
654 }
655
656
657 static void
658 update_framebuffer(GLcontext *ctx, struct gl_framebuffer *fb)
659 {
660 /* Completeness only matters for user-created framebuffers */
661 if (fb->Name != 0) {
662 /* XXX: EXT_framebuffer_blit:
663 framebuffer must still be complete wrt read/draw? */
664 _mesa_test_framebuffer_completeness(ctx, fb);
665 _mesa_update_framebuffer_visual(fb);
666 }
667
668 /* update_color_draw/read_buffers not needed for
669 read/draw only fb, but shouldn't hurt ??? */
670 update_color_draw_buffers(ctx, fb);
671 update_color_read_buffer(ctx, fb);
672 _mesa_update_depth_buffer(ctx, fb, BUFFER_DEPTH);
673 _mesa_update_stencil_buffer(ctx, fb, BUFFER_STENCIL);
674
675 compute_depth_max(fb);
676 }
677
678 /**
679 * Update state related to the current draw/read framebuffers.
680 * Specifically, update these framebuffer fields:
681 * _ColorDrawBuffers
682 * _NumColorDrawBuffers
683 * _ColorReadBuffer
684 * _DepthBuffer
685 * _StencilBuffer
686 * If the current framebuffer is user-created, make sure it's complete.
687 * The following functions can effect this state: glReadBuffer,
688 * glDrawBuffer, glDrawBuffersARB, glFramebufferRenderbufferEXT,
689 * glRenderbufferStorageEXT.
690 */
691 void
692 _mesa_update_framebuffer(GLcontext *ctx)
693 {
694 struct gl_framebuffer *fb = ctx->DrawBuffer;
695 struct gl_framebuffer *fbread = ctx->ReadBuffer;
696
697 update_framebuffer(ctx, fb);
698 if (fbread != fb)
699 update_framebuffer(ctx, fbread);
700 }
701
702
703 /**
704 * Check if the renderbuffer for a read operation (glReadPixels, glCopyPixels,
705 * glCopyTex[Sub]Image, etc. exists.
706 * \param format a basic image format such as GL_RGB, GL_RGBA, GL_ALPHA,
707 * GL_DEPTH_COMPONENT, etc. or GL_COLOR, GL_DEPTH, GL_STENCIL.
708 * \return GL_TRUE if buffer exists, GL_FALSE otherwise
709 */
710 GLboolean
711 _mesa_source_buffer_exists(GLcontext *ctx, GLenum format)
712 {
713 const struct gl_renderbuffer_attachment *att
714 = ctx->ReadBuffer->Attachment;
715
716 if (ctx->ReadBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
717 return GL_FALSE;
718 }
719
720 switch (format) {
721 case GL_COLOR:
722 case GL_RED:
723 case GL_GREEN:
724 case GL_BLUE:
725 case GL_ALPHA:
726 case GL_LUMINANCE:
727 case GL_LUMINANCE_ALPHA:
728 case GL_INTENSITY:
729 case GL_RGB:
730 case GL_BGR:
731 case GL_RGBA:
732 case GL_BGRA:
733 case GL_ABGR_EXT:
734 case GL_COLOR_INDEX:
735 if (ctx->ReadBuffer->_ColorReadBuffer == NULL) {
736 return GL_FALSE;
737 }
738 /* XXX enable this post 6.5 release:
739 ASSERT(ctx->ReadBuffer->_ColorReadBuffer->RedBits > 0 ||
740 ctx->ReadBuffer->_ColorReadBuffer->IndexBits > 0);
741 */
742 break;
743 case GL_DEPTH:
744 case GL_DEPTH_COMPONENT:
745 if (!att[BUFFER_DEPTH].Renderbuffer) {
746 return GL_FALSE;
747 }
748 ASSERT(att[BUFFER_DEPTH].Renderbuffer->DepthBits > 0);
749 break;
750 case GL_STENCIL:
751 case GL_STENCIL_INDEX:
752 if (!att[BUFFER_STENCIL].Renderbuffer) {
753 return GL_FALSE;
754 }
755 ASSERT(att[BUFFER_STENCIL].Renderbuffer->StencilBits > 0);
756 break;
757 case GL_DEPTH_STENCIL_EXT:
758 if (!att[BUFFER_DEPTH].Renderbuffer ||
759 !att[BUFFER_STENCIL].Renderbuffer) {
760 return GL_FALSE;
761 }
762 ASSERT(att[BUFFER_DEPTH].Renderbuffer->DepthBits > 0);
763 ASSERT(att[BUFFER_STENCIL].Renderbuffer->StencilBits > 0);
764 break;
765 default:
766 _mesa_problem(ctx,
767 "Unexpected format 0x%x in _mesa_source_buffer_exists",
768 format);
769 return GL_FALSE;
770 }
771
772 /* OK */
773 return GL_TRUE;
774 }
775
776
777 /**
778 * As above, but for drawing operations.
779 * XXX code do some code merging w/ above function.
780 */
781 GLboolean
782 _mesa_dest_buffer_exists(GLcontext *ctx, GLenum format)
783 {
784 const struct gl_renderbuffer_attachment *att
785 = ctx->ReadBuffer->Attachment;
786
787 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
788 return GL_FALSE;
789 }
790
791 switch (format) {
792 case GL_COLOR:
793 case GL_RED:
794 case GL_GREEN:
795 case GL_BLUE:
796 case GL_ALPHA:
797 case GL_LUMINANCE:
798 case GL_LUMINANCE_ALPHA:
799 case GL_INTENSITY:
800 case GL_RGB:
801 case GL_BGR:
802 case GL_RGBA:
803 case GL_BGRA:
804 case GL_ABGR_EXT:
805 case GL_COLOR_INDEX:
806 /* nothing special */
807 /* Could assert that colorbuffer has RedBits > 0 */
808 break;
809 case GL_DEPTH:
810 case GL_DEPTH_COMPONENT:
811 if (!att[BUFFER_DEPTH].Renderbuffer) {
812 return GL_FALSE;
813 }
814 ASSERT(att[BUFFER_DEPTH].Renderbuffer->DepthBits > 0);
815 break;
816 case GL_STENCIL:
817 case GL_STENCIL_INDEX:
818 if (!att[BUFFER_STENCIL].Renderbuffer) {
819 return GL_FALSE;
820 }
821 ASSERT(att[BUFFER_STENCIL].Renderbuffer->StencilBits > 0);
822 break;
823 case GL_DEPTH_STENCIL_EXT:
824 if (!att[BUFFER_DEPTH].Renderbuffer ||
825 !att[BUFFER_STENCIL].Renderbuffer) {
826 return GL_FALSE;
827 }
828 ASSERT(att[BUFFER_DEPTH].Renderbuffer->DepthBits > 0);
829 ASSERT(att[BUFFER_STENCIL].Renderbuffer->StencilBits > 0);
830 break;
831 default:
832 _mesa_problem(ctx,
833 "Unexpected format 0x%x in _mesa_source_buffer_exists",
834 format);
835 return GL_FALSE;
836 }
837
838 /* OK */
839 return GL_TRUE;
840 }