mesa: Update gl_scissor_attrib to support ARB_viewport_array
[mesa.git] / src / mesa / main / framebuffer.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * 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 "blend.h"
36 #include "buffers.h"
37 #include "context.h"
38 #include "enums.h"
39 #include "formats.h"
40 #include "macros.h"
41 #include "mtypes.h"
42 #include "fbobject.h"
43 #include "framebuffer.h"
44 #include "renderbuffer.h"
45 #include "texobj.h"
46 #include "glformats.h"
47
48
49
50 /**
51 * Compute/set the _DepthMax field for the given framebuffer.
52 * This value depends on the Z buffer resolution.
53 */
54 static void
55 compute_depth_max(struct gl_framebuffer *fb)
56 {
57 if (fb->Visual.depthBits == 0) {
58 /* Special case. Even if we don't have a depth buffer we need
59 * good values for DepthMax for Z vertex transformation purposes
60 * and for per-fragment fog computation.
61 */
62 fb->_DepthMax = (1 << 16) - 1;
63 }
64 else if (fb->Visual.depthBits < 32) {
65 fb->_DepthMax = (1 << fb->Visual.depthBits) - 1;
66 }
67 else {
68 /* Special case since shift values greater than or equal to the
69 * number of bits in the left hand expression's type are undefined.
70 */
71 fb->_DepthMax = 0xffffffff;
72 }
73 fb->_DepthMaxF = (GLfloat) fb->_DepthMax;
74
75 /* Minimum resolvable depth value, for polygon offset */
76 fb->_MRD = (GLfloat)1.0 / fb->_DepthMaxF;
77 }
78
79 /**
80 * Create and initialize a gl_framebuffer object.
81 * This is intended for creating _window_system_ framebuffers, not generic
82 * framebuffer objects ala GL_EXT_framebuffer_object.
83 *
84 * \sa _mesa_new_framebuffer
85 */
86 struct gl_framebuffer *
87 _mesa_create_framebuffer(const struct gl_config *visual)
88 {
89 struct gl_framebuffer *fb = CALLOC_STRUCT(gl_framebuffer);
90 assert(visual);
91 if (fb) {
92 _mesa_initialize_window_framebuffer(fb, visual);
93 }
94 return fb;
95 }
96
97
98 /**
99 * Allocate a new gl_framebuffer object.
100 * This is the default function for ctx->Driver.NewFramebuffer().
101 * This is for allocating user-created framebuffers, not window-system
102 * framebuffers!
103 * \sa _mesa_create_framebuffer
104 */
105 struct gl_framebuffer *
106 _mesa_new_framebuffer(struct gl_context *ctx, GLuint name)
107 {
108 struct gl_framebuffer *fb;
109 (void) ctx;
110 assert(name != 0);
111 fb = CALLOC_STRUCT(gl_framebuffer);
112 if (fb) {
113 _mesa_initialize_user_framebuffer(fb, name);
114 }
115 return fb;
116 }
117
118
119 /**
120 * Initialize a gl_framebuffer object. Typically used to initialize
121 * window system-created framebuffers, not user-created framebuffers.
122 * \sa _mesa_initialize_user_framebuffer
123 */
124 void
125 _mesa_initialize_window_framebuffer(struct gl_framebuffer *fb,
126 const struct gl_config *visual)
127 {
128 assert(fb);
129 assert(visual);
130
131 memset(fb, 0, 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 read/draw renderbuffer state */
141 if (visual->doubleBufferMode) {
142 fb->_NumColorDrawBuffers = 1;
143 fb->ColorDrawBuffer[0] = GL_BACK;
144 fb->_ColorDrawBufferIndexes[0] = BUFFER_BACK_LEFT;
145 fb->ColorReadBuffer = GL_BACK;
146 fb->_ColorReadBufferIndex = BUFFER_BACK_LEFT;
147 }
148 else {
149 fb->_NumColorDrawBuffers = 1;
150 fb->ColorDrawBuffer[0] = GL_FRONT;
151 fb->_ColorDrawBufferIndexes[0] = BUFFER_FRONT_LEFT;
152 fb->ColorReadBuffer = GL_FRONT;
153 fb->_ColorReadBufferIndex = BUFFER_FRONT_LEFT;
154 }
155
156 fb->Delete = _mesa_destroy_framebuffer;
157 fb->_Status = GL_FRAMEBUFFER_COMPLETE_EXT;
158 fb->_AllColorBuffersFixedPoint = !visual->floatMode;
159 fb->_HasSNormOrFloatColorBuffer = visual->floatMode;
160
161 compute_depth_max(fb);
162 }
163
164
165 /**
166 * Initialize a user-created gl_framebuffer object.
167 * \sa _mesa_initialize_window_framebuffer
168 */
169 void
170 _mesa_initialize_user_framebuffer(struct gl_framebuffer *fb, GLuint name)
171 {
172 assert(fb);
173 assert(name);
174
175 memset(fb, 0, sizeof(struct gl_framebuffer));
176
177 fb->Name = name;
178 fb->RefCount = 1;
179 fb->_NumColorDrawBuffers = 1;
180 fb->ColorDrawBuffer[0] = GL_COLOR_ATTACHMENT0_EXT;
181 fb->_ColorDrawBufferIndexes[0] = BUFFER_COLOR0;
182 fb->ColorReadBuffer = GL_COLOR_ATTACHMENT0_EXT;
183 fb->_ColorReadBufferIndex = BUFFER_COLOR0;
184 fb->Delete = _mesa_destroy_framebuffer;
185 _glthread_INIT_MUTEX(fb->Mutex);
186 }
187
188
189 /**
190 * Deallocate buffer and everything attached to it.
191 * Typically called via the gl_framebuffer->Delete() method.
192 */
193 void
194 _mesa_destroy_framebuffer(struct gl_framebuffer *fb)
195 {
196 if (fb) {
197 _mesa_free_framebuffer_data(fb);
198 free(fb->Label);
199 free(fb);
200 }
201 }
202
203
204 /**
205 * Free all the data hanging off the given gl_framebuffer, but don't free
206 * the gl_framebuffer object itself.
207 */
208 void
209 _mesa_free_framebuffer_data(struct gl_framebuffer *fb)
210 {
211 GLuint i;
212
213 assert(fb);
214 assert(fb->RefCount == 0);
215
216 _glthread_DESTROY_MUTEX(fb->Mutex);
217
218 for (i = 0; i < BUFFER_COUNT; i++) {
219 struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
220 if (att->Renderbuffer) {
221 _mesa_reference_renderbuffer(&att->Renderbuffer, NULL);
222 }
223 if (att->Texture) {
224 _mesa_reference_texobj(&att->Texture, NULL);
225 }
226 ASSERT(!att->Renderbuffer);
227 ASSERT(!att->Texture);
228 att->Type = GL_NONE;
229 }
230 }
231
232
233 /**
234 * Set *ptr to point to fb, with refcounting and locking.
235 * This is normally only called from the _mesa_reference_framebuffer() macro
236 * when there's a real pointer change.
237 */
238 void
239 _mesa_reference_framebuffer_(struct gl_framebuffer **ptr,
240 struct gl_framebuffer *fb)
241 {
242 if (*ptr) {
243 /* unreference old renderbuffer */
244 GLboolean deleteFlag = GL_FALSE;
245 struct gl_framebuffer *oldFb = *ptr;
246
247 _glthread_LOCK_MUTEX(oldFb->Mutex);
248 ASSERT(oldFb->RefCount > 0);
249 oldFb->RefCount--;
250 deleteFlag = (oldFb->RefCount == 0);
251 _glthread_UNLOCK_MUTEX(oldFb->Mutex);
252
253 if (deleteFlag)
254 oldFb->Delete(oldFb);
255
256 *ptr = NULL;
257 }
258 assert(!*ptr);
259
260 if (fb) {
261 _glthread_LOCK_MUTEX(fb->Mutex);
262 fb->RefCount++;
263 _glthread_UNLOCK_MUTEX(fb->Mutex);
264 *ptr = fb;
265 }
266 }
267
268
269 /**
270 * Resize the given framebuffer's renderbuffers to the new width and height.
271 * This should only be used for window-system framebuffers, not
272 * user-created renderbuffers (i.e. made with GL_EXT_framebuffer_object).
273 * This will typically be called via ctx->Driver.ResizeBuffers() or directly
274 * from a device driver.
275 *
276 * \note it's possible for ctx to be null since a window can be resized
277 * without a currently bound rendering context.
278 */
279 void
280 _mesa_resize_framebuffer(struct gl_context *ctx, struct gl_framebuffer *fb,
281 GLuint width, GLuint height)
282 {
283 GLuint i;
284
285 /* XXX I think we could check if the size is not changing
286 * and return early.
287 */
288
289 /* Can only resize win-sys framebuffer objects */
290 assert(_mesa_is_winsys_fbo(fb));
291
292 for (i = 0; i < BUFFER_COUNT; i++) {
293 struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
294 if (att->Type == GL_RENDERBUFFER_EXT && att->Renderbuffer) {
295 struct gl_renderbuffer *rb = att->Renderbuffer;
296 /* only resize if size is changing */
297 if (rb->Width != width || rb->Height != height) {
298 if (rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height)) {
299 ASSERT(rb->Width == width);
300 ASSERT(rb->Height == height);
301 }
302 else {
303 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Resizing framebuffer");
304 /* no return */
305 }
306 }
307 }
308 }
309
310 fb->Width = width;
311 fb->Height = height;
312
313 if (ctx) {
314 /* update scissor / window bounds */
315 _mesa_update_draw_buffer_bounds(ctx);
316 /* Signal new buffer state so that swrast will update its clipping
317 * info (the CLIP_BIT flag).
318 */
319 ctx->NewState |= _NEW_BUFFERS;
320 }
321 }
322
323 /**
324 * Examine all the framebuffer's renderbuffers to update the Width/Height
325 * fields of the framebuffer. If we have renderbuffers with different
326 * sizes, set the framebuffer's width and height to the min size.
327 * Note: this is only intended for user-created framebuffers, not
328 * window-system framebuffes.
329 */
330 static void
331 update_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb)
332 {
333 GLuint minWidth = ~0, minHeight = ~0;
334 GLuint i;
335
336 /* user-created framebuffers only */
337 assert(_mesa_is_user_fbo(fb));
338
339 for (i = 0; i < BUFFER_COUNT; i++) {
340 struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
341 const struct gl_renderbuffer *rb = att->Renderbuffer;
342 if (rb) {
343 minWidth = MIN2(minWidth, rb->Width);
344 minHeight = MIN2(minHeight, rb->Height);
345 }
346 }
347
348 if (minWidth != ~0) {
349 fb->Width = minWidth;
350 fb->Height = minHeight;
351 }
352 else {
353 fb->Width = 0;
354 fb->Height = 0;
355 }
356 }
357
358
359 /**
360 * Update the context's current drawing buffer's Xmin, Xmax, Ymin, Ymax fields.
361 * These values are computed from the buffer's width and height and
362 * the scissor box, if it's enabled.
363 * \param ctx the GL context.
364 */
365 void
366 _mesa_update_draw_buffer_bounds(struct gl_context *ctx)
367 {
368 struct gl_framebuffer *buffer = ctx->DrawBuffer;
369
370 if (!buffer)
371 return;
372
373 if (_mesa_is_user_fbo(buffer)) {
374 /* user-created framebuffer size depends on the renderbuffers */
375 update_framebuffer_size(ctx, buffer);
376 }
377
378 buffer->_Xmin = 0;
379 buffer->_Ymin = 0;
380 buffer->_Xmax = buffer->Width;
381 buffer->_Ymax = buffer->Height;
382
383 /* Default to the first scissor as that's always valid */
384 if (ctx->Scissor.EnableFlags & 1) {
385 if (ctx->Scissor.ScissorArray[0].X > buffer->_Xmin) {
386 buffer->_Xmin = ctx->Scissor.ScissorArray[0].X;
387 }
388 if (ctx->Scissor.ScissorArray[0].Y > buffer->_Ymin) {
389 buffer->_Ymin = ctx->Scissor.ScissorArray[0].Y;
390 }
391 if (ctx->Scissor.ScissorArray[0].X + ctx->Scissor.ScissorArray[0].Width < buffer->_Xmax) {
392 buffer->_Xmax = ctx->Scissor.ScissorArray[0].X + ctx->Scissor.ScissorArray[0].Width;
393 }
394 if (ctx->Scissor.ScissorArray[0].Y + ctx->Scissor.ScissorArray[0].Height < buffer->_Ymax) {
395 buffer->_Ymax = ctx->Scissor.ScissorArray[0].Y + ctx->Scissor.ScissorArray[0].Height;
396 }
397 /* finally, check for empty region */
398 if (buffer->_Xmin > buffer->_Xmax) {
399 buffer->_Xmin = buffer->_Xmax;
400 }
401 if (buffer->_Ymin > buffer->_Ymax) {
402 buffer->_Ymin = buffer->_Ymax;
403 }
404 }
405
406 ASSERT(buffer->_Xmin <= buffer->_Xmax);
407 ASSERT(buffer->_Ymin <= buffer->_Ymax);
408 }
409
410
411 /**
412 * The glGet queries of the framebuffer red/green/blue size, stencil size,
413 * etc. are satisfied by the fields of ctx->DrawBuffer->Visual. These can
414 * change depending on the renderbuffer bindings. This function updates
415 * the given framebuffer's Visual from the current renderbuffer bindings.
416 *
417 * This may apply to user-created framebuffers or window system framebuffers.
418 *
419 * Also note: ctx->DrawBuffer->Visual.depthBits might not equal
420 * ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer.DepthBits.
421 * The former one is used to convert floating point depth values into
422 * integer Z values.
423 */
424 void
425 _mesa_update_framebuffer_visual(struct gl_context *ctx,
426 struct gl_framebuffer *fb)
427 {
428 GLuint i;
429
430 memset(&fb->Visual, 0, sizeof(fb->Visual));
431 fb->Visual.rgbMode = GL_TRUE; /* assume this */
432
433 #if 0 /* this _might_ be needed */
434 if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
435 /* leave visual fields zero'd */
436 return;
437 }
438 #endif
439
440 /* find first RGB renderbuffer */
441 for (i = 0; i < BUFFER_COUNT; i++) {
442 if (fb->Attachment[i].Renderbuffer) {
443 const struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer;
444 const GLenum baseFormat = _mesa_get_format_base_format(rb->Format);
445 const gl_format fmt = rb->Format;
446
447 /* Grab samples and sampleBuffers from any attachment point (assuming
448 * the framebuffer is complete, we'll get the same answer from all
449 * attachments).
450 */
451 fb->Visual.samples = rb->NumSamples;
452 fb->Visual.sampleBuffers = rb->NumSamples > 0 ? 1 : 0;
453
454 if (_mesa_is_legal_color_format(ctx, baseFormat)) {
455 fb->Visual.redBits = _mesa_get_format_bits(fmt, GL_RED_BITS);
456 fb->Visual.greenBits = _mesa_get_format_bits(fmt, GL_GREEN_BITS);
457 fb->Visual.blueBits = _mesa_get_format_bits(fmt, GL_BLUE_BITS);
458 fb->Visual.alphaBits = _mesa_get_format_bits(fmt, GL_ALPHA_BITS);
459 fb->Visual.rgbBits = fb->Visual.redBits
460 + fb->Visual.greenBits + fb->Visual.blueBits;
461 if (_mesa_get_format_color_encoding(fmt) == GL_SRGB)
462 fb->Visual.sRGBCapable = ctx->Extensions.EXT_framebuffer_sRGB;
463 break;
464 }
465 }
466 }
467
468 fb->Visual.floatMode = GL_FALSE;
469 for (i = 0; i < BUFFER_COUNT; i++) {
470 if (fb->Attachment[i].Renderbuffer) {
471 const struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer;
472 const gl_format fmt = rb->Format;
473
474 if (_mesa_get_format_datatype(fmt) == GL_FLOAT) {
475 fb->Visual.floatMode = GL_TRUE;
476 break;
477 }
478 }
479 }
480
481 if (fb->Attachment[BUFFER_DEPTH].Renderbuffer) {
482 const struct gl_renderbuffer *rb =
483 fb->Attachment[BUFFER_DEPTH].Renderbuffer;
484 const gl_format fmt = rb->Format;
485 fb->Visual.haveDepthBuffer = GL_TRUE;
486 fb->Visual.depthBits = _mesa_get_format_bits(fmt, GL_DEPTH_BITS);
487 }
488
489 if (fb->Attachment[BUFFER_STENCIL].Renderbuffer) {
490 const struct gl_renderbuffer *rb =
491 fb->Attachment[BUFFER_STENCIL].Renderbuffer;
492 const gl_format fmt = rb->Format;
493 fb->Visual.haveStencilBuffer = GL_TRUE;
494 fb->Visual.stencilBits = _mesa_get_format_bits(fmt, GL_STENCIL_BITS);
495 }
496
497 if (fb->Attachment[BUFFER_ACCUM].Renderbuffer) {
498 const struct gl_renderbuffer *rb =
499 fb->Attachment[BUFFER_ACCUM].Renderbuffer;
500 const gl_format fmt = rb->Format;
501 fb->Visual.haveAccumBuffer = GL_TRUE;
502 fb->Visual.accumRedBits = _mesa_get_format_bits(fmt, GL_RED_BITS);
503 fb->Visual.accumGreenBits = _mesa_get_format_bits(fmt, GL_GREEN_BITS);
504 fb->Visual.accumBlueBits = _mesa_get_format_bits(fmt, GL_BLUE_BITS);
505 fb->Visual.accumAlphaBits = _mesa_get_format_bits(fmt, GL_ALPHA_BITS);
506 }
507
508 compute_depth_max(fb);
509 }
510
511
512 /*
513 * Example DrawBuffers scenarios:
514 *
515 * 1. glDrawBuffer(GL_FRONT_AND_BACK), fixed-func or shader writes to
516 * "gl_FragColor" or program writes to the "result.color" register:
517 *
518 * fragment color output renderbuffer
519 * --------------------- ---------------
520 * color[0] Front, Back
521 *
522 *
523 * 2. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]), shader writes to
524 * gl_FragData[i] or program writes to result.color[i] registers:
525 *
526 * fragment color output renderbuffer
527 * --------------------- ---------------
528 * color[0] Front
529 * color[1] Aux0
530 * color[3] Aux1
531 *
532 *
533 * 3. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]) and shader writes to
534 * gl_FragColor, or fixed function:
535 *
536 * fragment color output renderbuffer
537 * --------------------- ---------------
538 * color[0] Front, Aux0, Aux1
539 *
540 *
541 * In either case, the list of renderbuffers is stored in the
542 * framebuffer->_ColorDrawBuffers[] array and
543 * framebuffer->_NumColorDrawBuffers indicates the number of buffers.
544 * The renderer (like swrast) has to look at the current fragment shader
545 * to see if it writes to gl_FragColor vs. gl_FragData[i] to determine
546 * how to map color outputs to renderbuffers.
547 *
548 * Note that these two calls are equivalent (for fixed function fragment
549 * shading anyway):
550 * a) glDrawBuffer(GL_FRONT_AND_BACK); (assuming non-stereo framebuffer)
551 * b) glDrawBuffers(2, [GL_FRONT_LEFT, GL_BACK_LEFT]);
552 */
553
554
555
556
557 /**
558 * Update the (derived) list of color drawing renderbuffer pointers.
559 * Later, when we're rendering we'll loop from 0 to _NumColorDrawBuffers
560 * writing colors.
561 */
562 static void
563 update_color_draw_buffers(struct gl_context *ctx, struct gl_framebuffer *fb)
564 {
565 GLuint output;
566
567 /* set 0th buffer to NULL now in case _NumColorDrawBuffers is zero */
568 fb->_ColorDrawBuffers[0] = NULL;
569
570 for (output = 0; output < fb->_NumColorDrawBuffers; output++) {
571 GLint buf = fb->_ColorDrawBufferIndexes[output];
572 if (buf >= 0) {
573 fb->_ColorDrawBuffers[output] = fb->Attachment[buf].Renderbuffer;
574 }
575 else {
576 fb->_ColorDrawBuffers[output] = NULL;
577 }
578 }
579 }
580
581
582 /**
583 * Update the (derived) color read renderbuffer pointer.
584 * Unlike the DrawBuffer, we can only read from one (or zero) color buffers.
585 */
586 static void
587 update_color_read_buffer(struct gl_context *ctx, struct gl_framebuffer *fb)
588 {
589 (void) ctx;
590 if (fb->_ColorReadBufferIndex == -1 ||
591 fb->DeletePending ||
592 fb->Width == 0 ||
593 fb->Height == 0) {
594 fb->_ColorReadBuffer = NULL; /* legal! */
595 }
596 else {
597 ASSERT(fb->_ColorReadBufferIndex >= 0);
598 ASSERT(fb->_ColorReadBufferIndex < BUFFER_COUNT);
599 fb->_ColorReadBuffer
600 = fb->Attachment[fb->_ColorReadBufferIndex].Renderbuffer;
601 }
602 }
603
604
605 /**
606 * Update a gl_framebuffer's derived state.
607 *
608 * Specifically, update these framebuffer fields:
609 * _ColorDrawBuffers
610 * _NumColorDrawBuffers
611 * _ColorReadBuffer
612 *
613 * If the framebuffer is user-created, make sure it's complete.
614 *
615 * The following functions (at least) can effect framebuffer state:
616 * glReadBuffer, glDrawBuffer, glDrawBuffersARB, glFramebufferRenderbufferEXT,
617 * glRenderbufferStorageEXT.
618 */
619 static void
620 update_framebuffer(struct gl_context *ctx, struct gl_framebuffer *fb)
621 {
622 if (_mesa_is_winsys_fbo(fb)) {
623 /* This is a window-system framebuffer */
624 /* Need to update the FB's GL_DRAW_BUFFER state to match the
625 * context state (GL_READ_BUFFER too).
626 */
627 if (fb->ColorDrawBuffer[0] != ctx->Color.DrawBuffer[0]) {
628 _mesa_drawbuffers(ctx, ctx->Const.MaxDrawBuffers,
629 ctx->Color.DrawBuffer, NULL);
630 }
631 }
632 else {
633 /* This is a user-created framebuffer.
634 * Completeness only matters for user-created framebuffers.
635 */
636 if (fb->_Status != GL_FRAMEBUFFER_COMPLETE) {
637 _mesa_test_framebuffer_completeness(ctx, fb);
638 }
639 }
640
641 /* Strictly speaking, we don't need to update the draw-state
642 * if this FB is bound as ctx->ReadBuffer (and conversely, the
643 * read-state if this FB is bound as ctx->DrawBuffer), but no
644 * harm.
645 */
646 update_color_draw_buffers(ctx, fb);
647 update_color_read_buffer(ctx, fb);
648
649 compute_depth_max(fb);
650 }
651
652
653 /**
654 * Update state related to the current draw/read framebuffers.
655 */
656 void
657 _mesa_update_framebuffer(struct gl_context *ctx)
658 {
659 struct gl_framebuffer *drawFb;
660 struct gl_framebuffer *readFb;
661
662 assert(ctx);
663 drawFb = ctx->DrawBuffer;
664 readFb = ctx->ReadBuffer;
665
666 update_framebuffer(ctx, drawFb);
667 if (readFb != drawFb)
668 update_framebuffer(ctx, readFb);
669
670 _mesa_update_clamp_vertex_color(ctx);
671 _mesa_update_clamp_fragment_color(ctx);
672 }
673
674
675 /**
676 * Check if the renderbuffer for a read/draw operation exists.
677 * \param format a basic image format such as GL_RGB, GL_RGBA, GL_ALPHA,
678 * GL_DEPTH_COMPONENT, etc. or GL_COLOR, GL_DEPTH, GL_STENCIL.
679 * \param reading if TRUE, we're going to read from the buffer,
680 if FALSE, we're going to write to the buffer.
681 * \return GL_TRUE if buffer exists, GL_FALSE otherwise
682 */
683 static GLboolean
684 renderbuffer_exists(struct gl_context *ctx,
685 struct gl_framebuffer *fb,
686 GLenum format,
687 GLboolean reading)
688 {
689 const struct gl_renderbuffer_attachment *att = fb->Attachment;
690
691 /* If we don't know the framebuffer status, update it now */
692 if (fb->_Status == 0) {
693 _mesa_test_framebuffer_completeness(ctx, fb);
694 }
695
696 if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
697 return GL_FALSE;
698 }
699
700 switch (format) {
701 case GL_COLOR:
702 case GL_RED:
703 case GL_GREEN:
704 case GL_BLUE:
705 case GL_ALPHA:
706 case GL_LUMINANCE:
707 case GL_LUMINANCE_ALPHA:
708 case GL_INTENSITY:
709 case GL_RG:
710 case GL_RGB:
711 case GL_BGR:
712 case GL_RGBA:
713 case GL_BGRA:
714 case GL_ABGR_EXT:
715 case GL_RED_INTEGER_EXT:
716 case GL_RG_INTEGER:
717 case GL_GREEN_INTEGER_EXT:
718 case GL_BLUE_INTEGER_EXT:
719 case GL_ALPHA_INTEGER_EXT:
720 case GL_RGB_INTEGER_EXT:
721 case GL_RGBA_INTEGER_EXT:
722 case GL_BGR_INTEGER_EXT:
723 case GL_BGRA_INTEGER_EXT:
724 case GL_LUMINANCE_INTEGER_EXT:
725 case GL_LUMINANCE_ALPHA_INTEGER_EXT:
726 if (reading) {
727 /* about to read from a color buffer */
728 const struct gl_renderbuffer *readBuf = fb->_ColorReadBuffer;
729 if (!readBuf) {
730 return GL_FALSE;
731 }
732 ASSERT(_mesa_get_format_bits(readBuf->Format, GL_RED_BITS) > 0 ||
733 _mesa_get_format_bits(readBuf->Format, GL_ALPHA_BITS) > 0 ||
734 _mesa_get_format_bits(readBuf->Format, GL_TEXTURE_LUMINANCE_SIZE) > 0 ||
735 _mesa_get_format_bits(readBuf->Format, GL_TEXTURE_INTENSITY_SIZE) > 0 ||
736 _mesa_get_format_bits(readBuf->Format, GL_INDEX_BITS) > 0);
737 }
738 else {
739 /* about to draw to zero or more color buffers (none is OK) */
740 return GL_TRUE;
741 }
742 break;
743 case GL_DEPTH:
744 case GL_DEPTH_COMPONENT:
745 if (att[BUFFER_DEPTH].Type == GL_NONE) {
746 return GL_FALSE;
747 }
748 break;
749 case GL_STENCIL:
750 case GL_STENCIL_INDEX:
751 if (att[BUFFER_STENCIL].Type == GL_NONE) {
752 return GL_FALSE;
753 }
754 break;
755 case GL_DEPTH_STENCIL_EXT:
756 if (att[BUFFER_DEPTH].Type == GL_NONE ||
757 att[BUFFER_STENCIL].Type == GL_NONE) {
758 return GL_FALSE;
759 }
760 break;
761 default:
762 _mesa_problem(ctx,
763 "Unexpected format 0x%x in renderbuffer_exists",
764 format);
765 return GL_FALSE;
766 }
767
768 /* OK */
769 return GL_TRUE;
770 }
771
772
773 /**
774 * Check if the renderbuffer for a read operation (glReadPixels, glCopyPixels,
775 * glCopyTex[Sub]Image, etc) exists.
776 * \param format a basic image format such as GL_RGB, GL_RGBA, GL_ALPHA,
777 * GL_DEPTH_COMPONENT, etc. or GL_COLOR, GL_DEPTH, GL_STENCIL.
778 * \return GL_TRUE if buffer exists, GL_FALSE otherwise
779 */
780 GLboolean
781 _mesa_source_buffer_exists(struct gl_context *ctx, GLenum format)
782 {
783 return renderbuffer_exists(ctx, ctx->ReadBuffer, format, GL_TRUE);
784 }
785
786
787 /**
788 * As above, but for drawing operations.
789 */
790 GLboolean
791 _mesa_dest_buffer_exists(struct gl_context *ctx, GLenum format)
792 {
793 return renderbuffer_exists(ctx, ctx->DrawBuffer, format, GL_FALSE);
794 }
795
796
797 /**
798 * Used to answer the GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES query.
799 */
800 GLenum
801 _mesa_get_color_read_format(struct gl_context *ctx)
802 {
803 if (!ctx->ReadBuffer || !ctx->ReadBuffer->_ColorReadBuffer) {
804 /* The spec is unclear how to handle this case, but NVIDIA's
805 * driver generates GL_INVALID_OPERATION.
806 */
807 _mesa_error(ctx, GL_INVALID_OPERATION,
808 "glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT: "
809 "no GL_READ_BUFFER)");
810 return GL_NONE;
811 }
812 else {
813 const GLenum format = ctx->ReadBuffer->_ColorReadBuffer->Format;
814 const GLenum data_type = _mesa_get_format_datatype(format);
815
816 if (format == MESA_FORMAT_ARGB8888)
817 return GL_BGRA;
818 else if (format == MESA_FORMAT_RGB565)
819 return GL_BGR;
820
821 switch (data_type) {
822 case GL_UNSIGNED_INT:
823 case GL_INT:
824 return GL_RGBA_INTEGER;
825 default:
826 return GL_RGBA;
827 }
828 }
829 }
830
831
832 /**
833 * Used to answer the GL_IMPLEMENTATION_COLOR_READ_TYPE_OES query.
834 */
835 GLenum
836 _mesa_get_color_read_type(struct gl_context *ctx)
837 {
838 if (!ctx->ReadBuffer || !ctx->ReadBuffer->_ColorReadBuffer) {
839 /* The spec is unclear how to handle this case, but NVIDIA's
840 * driver generates GL_INVALID_OPERATION.
841 */
842 _mesa_error(ctx, GL_INVALID_OPERATION,
843 "glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE: "
844 "no GL_READ_BUFFER)");
845 return GL_NONE;
846 }
847 else {
848 const GLenum format = ctx->ReadBuffer->_ColorReadBuffer->Format;
849 const GLenum data_type = _mesa_get_format_datatype(format);
850
851 if (format == MESA_FORMAT_RGB565)
852 return GL_UNSIGNED_SHORT_5_6_5_REV;
853
854 switch (data_type) {
855 case GL_SIGNED_NORMALIZED:
856 return GL_BYTE;
857 case GL_UNSIGNED_INT:
858 case GL_INT:
859 case GL_FLOAT:
860 return data_type;
861 case GL_UNSIGNED_NORMALIZED:
862 default:
863 return GL_UNSIGNED_BYTE;
864 }
865 }
866 }
867
868
869 /**
870 * Returns the read renderbuffer for the specified format.
871 */
872 struct gl_renderbuffer *
873 _mesa_get_read_renderbuffer_for_format(const struct gl_context *ctx,
874 GLenum format)
875 {
876 const struct gl_framebuffer *rfb = ctx->ReadBuffer;
877
878 if (_mesa_is_color_format(format)) {
879 return rfb->Attachment[rfb->_ColorReadBufferIndex].Renderbuffer;
880 } else if (_mesa_is_depth_format(format) ||
881 _mesa_is_depthstencil_format(format)) {
882 return rfb->Attachment[BUFFER_DEPTH].Renderbuffer;
883 } else {
884 return rfb->Attachment[BUFFER_STENCIL].Renderbuffer;
885 }
886 }
887
888
889 /**
890 * Print framebuffer info to stderr, for debugging.
891 */
892 void
893 _mesa_print_framebuffer(const struct gl_framebuffer *fb)
894 {
895 GLuint i;
896
897 fprintf(stderr, "Mesa Framebuffer %u at %p\n", fb->Name, (void *) fb);
898 fprintf(stderr, " Size: %u x %u Status: %s\n", fb->Width, fb->Height,
899 _mesa_lookup_enum_by_nr(fb->_Status));
900 fprintf(stderr, " Attachments:\n");
901
902 for (i = 0; i < BUFFER_COUNT; i++) {
903 const struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
904 if (att->Type == GL_TEXTURE) {
905 const struct gl_texture_image *texImage = att->Renderbuffer->TexImage;
906 fprintf(stderr,
907 " %2d: Texture %u, level %u, face %u, slice %u, complete %d\n",
908 i, att->Texture->Name, att->TextureLevel, att->CubeMapFace,
909 att->Zoffset, att->Complete);
910 fprintf(stderr, " Size: %u x %u x %u Format %s\n",
911 texImage->Width, texImage->Height, texImage->Depth,
912 _mesa_get_format_name(texImage->TexFormat));
913 }
914 else if (att->Type == GL_RENDERBUFFER) {
915 fprintf(stderr, " %2d: Renderbuffer %u, complete %d\n",
916 i, att->Renderbuffer->Name, att->Complete);
917 fprintf(stderr, " Size: %u x %u Format %s\n",
918 att->Renderbuffer->Width, att->Renderbuffer->Height,
919 _mesa_get_format_name(att->Renderbuffer->Format));
920 }
921 else {
922 fprintf(stderr, " %2d: none\n", i);
923 }
924 }
925 }