mesa: Remove Driver.GetBufferSize and its callers.
[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);
199 }
200 }
201
202
203 /**
204 * Free all the data hanging off the given gl_framebuffer, but don't free
205 * the gl_framebuffer object itself.
206 */
207 void
208 _mesa_free_framebuffer_data(struct gl_framebuffer *fb)
209 {
210 GLuint i;
211
212 assert(fb);
213 assert(fb->RefCount == 0);
214
215 _glthread_DESTROY_MUTEX(fb->Mutex);
216
217 for (i = 0; i < BUFFER_COUNT; i++) {
218 struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
219 if (att->Renderbuffer) {
220 _mesa_reference_renderbuffer(&att->Renderbuffer, NULL);
221 }
222 if (att->Texture) {
223 _mesa_reference_texobj(&att->Texture, NULL);
224 }
225 ASSERT(!att->Renderbuffer);
226 ASSERT(!att->Texture);
227 att->Type = GL_NONE;
228 }
229 }
230
231
232 /**
233 * Set *ptr to point to fb, with refcounting and locking.
234 * This is normally only called from the _mesa_reference_framebuffer() macro
235 * when there's a real pointer change.
236 */
237 void
238 _mesa_reference_framebuffer_(struct gl_framebuffer **ptr,
239 struct gl_framebuffer *fb)
240 {
241 if (*ptr) {
242 /* unreference old renderbuffer */
243 GLboolean deleteFlag = GL_FALSE;
244 struct gl_framebuffer *oldFb = *ptr;
245
246 _glthread_LOCK_MUTEX(oldFb->Mutex);
247 ASSERT(oldFb->RefCount > 0);
248 oldFb->RefCount--;
249 deleteFlag = (oldFb->RefCount == 0);
250 _glthread_UNLOCK_MUTEX(oldFb->Mutex);
251
252 if (deleteFlag)
253 oldFb->Delete(oldFb);
254
255 *ptr = NULL;
256 }
257 assert(!*ptr);
258
259 if (fb) {
260 _glthread_LOCK_MUTEX(fb->Mutex);
261 fb->RefCount++;
262 _glthread_UNLOCK_MUTEX(fb->Mutex);
263 *ptr = fb;
264 }
265 }
266
267
268 /**
269 * Resize the given framebuffer's renderbuffers to the new width and height.
270 * This should only be used for window-system framebuffers, not
271 * user-created renderbuffers (i.e. made with GL_EXT_framebuffer_object).
272 * This will typically be called via ctx->Driver.ResizeBuffers() or directly
273 * from a device driver.
274 *
275 * \note it's possible for ctx to be null since a window can be resized
276 * without a currently bound rendering context.
277 */
278 void
279 _mesa_resize_framebuffer(struct gl_context *ctx, struct gl_framebuffer *fb,
280 GLuint width, GLuint height)
281 {
282 GLuint i;
283
284 /* XXX I think we could check if the size is not changing
285 * and return early.
286 */
287
288 /* Can only resize win-sys framebuffer objects */
289 assert(_mesa_is_winsys_fbo(fb));
290
291 for (i = 0; i < BUFFER_COUNT; i++) {
292 struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
293 if (att->Type == GL_RENDERBUFFER_EXT && att->Renderbuffer) {
294 struct gl_renderbuffer *rb = att->Renderbuffer;
295 /* only resize if size is changing */
296 if (rb->Width != width || rb->Height != height) {
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 fb->Width = width;
310 fb->Height = height;
311
312 if (ctx) {
313 /* update scissor / window bounds */
314 _mesa_update_draw_buffer_bounds(ctx);
315 /* Signal new buffer state so that swrast will update its clipping
316 * info (the CLIP_BIT flag).
317 */
318 ctx->NewState |= _NEW_BUFFERS;
319 }
320 }
321
322 /*
323 * XXX THIS IS OBSOLETE
324 */
325 void GLAPIENTRY
326 _mesa_ResizeBuffersMESA( void )
327 {
328 }
329
330
331
332 /**
333 * Examine all the framebuffer's renderbuffers to update the Width/Height
334 * fields of the framebuffer. If we have renderbuffers with different
335 * sizes, set the framebuffer's width and height to the min size.
336 * Note: this is only intended for user-created framebuffers, not
337 * window-system framebuffes.
338 */
339 static void
340 update_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb)
341 {
342 GLuint minWidth = ~0, minHeight = ~0;
343 GLuint i;
344
345 /* user-created framebuffers only */
346 assert(_mesa_is_user_fbo(fb));
347
348 for (i = 0; i < BUFFER_COUNT; i++) {
349 struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
350 const struct gl_renderbuffer *rb = att->Renderbuffer;
351 if (rb) {
352 minWidth = MIN2(minWidth, rb->Width);
353 minHeight = MIN2(minHeight, rb->Height);
354 }
355 }
356
357 if (minWidth != ~0) {
358 fb->Width = minWidth;
359 fb->Height = minHeight;
360 }
361 else {
362 fb->Width = 0;
363 fb->Height = 0;
364 }
365 }
366
367
368 /**
369 * Update the context's current drawing buffer's Xmin, Xmax, Ymin, Ymax fields.
370 * These values are computed from the buffer's width and height and
371 * the scissor box, if it's enabled.
372 * \param ctx the GL context.
373 */
374 void
375 _mesa_update_draw_buffer_bounds(struct gl_context *ctx)
376 {
377 struct gl_framebuffer *buffer = ctx->DrawBuffer;
378
379 if (!buffer)
380 return;
381
382 if (_mesa_is_user_fbo(buffer)) {
383 /* user-created framebuffer size depends on the renderbuffers */
384 update_framebuffer_size(ctx, buffer);
385 }
386
387 buffer->_Xmin = 0;
388 buffer->_Ymin = 0;
389 buffer->_Xmax = buffer->Width;
390 buffer->_Ymax = buffer->Height;
391
392 if (ctx->Scissor.Enabled) {
393 if (ctx->Scissor.X > buffer->_Xmin) {
394 buffer->_Xmin = ctx->Scissor.X;
395 }
396 if (ctx->Scissor.Y > buffer->_Ymin) {
397 buffer->_Ymin = ctx->Scissor.Y;
398 }
399 if (ctx->Scissor.X + ctx->Scissor.Width < buffer->_Xmax) {
400 buffer->_Xmax = ctx->Scissor.X + ctx->Scissor.Width;
401 }
402 if (ctx->Scissor.Y + ctx->Scissor.Height < buffer->_Ymax) {
403 buffer->_Ymax = ctx->Scissor.Y + ctx->Scissor.Height;
404 }
405 /* finally, check for empty region */
406 if (buffer->_Xmin > buffer->_Xmax) {
407 buffer->_Xmin = buffer->_Xmax;
408 }
409 if (buffer->_Ymin > buffer->_Ymax) {
410 buffer->_Ymin = buffer->_Ymax;
411 }
412 }
413
414 ASSERT(buffer->_Xmin <= buffer->_Xmax);
415 ASSERT(buffer->_Ymin <= buffer->_Ymax);
416 }
417
418
419 /**
420 * The glGet queries of the framebuffer red/green/blue size, stencil size,
421 * etc. are satisfied by the fields of ctx->DrawBuffer->Visual. These can
422 * change depending on the renderbuffer bindings. This function updates
423 * the given framebuffer's Visual from the current renderbuffer bindings.
424 *
425 * This may apply to user-created framebuffers or window system framebuffers.
426 *
427 * Also note: ctx->DrawBuffer->Visual.depthBits might not equal
428 * ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer.DepthBits.
429 * The former one is used to convert floating point depth values into
430 * integer Z values.
431 */
432 void
433 _mesa_update_framebuffer_visual(struct gl_context *ctx,
434 struct gl_framebuffer *fb)
435 {
436 GLuint i;
437
438 memset(&fb->Visual, 0, sizeof(fb->Visual));
439 fb->Visual.rgbMode = GL_TRUE; /* assume this */
440
441 #if 0 /* this _might_ be needed */
442 if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
443 /* leave visual fields zero'd */
444 return;
445 }
446 #endif
447
448 /* find first RGB renderbuffer */
449 for (i = 0; i < BUFFER_COUNT; i++) {
450 if (fb->Attachment[i].Renderbuffer) {
451 const struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer;
452 const GLenum baseFormat = _mesa_get_format_base_format(rb->Format);
453 const gl_format fmt = rb->Format;
454
455 /* Grab samples and sampleBuffers from any attachment point (assuming
456 * the framebuffer is complete, we'll get the same answer from all
457 * attachments).
458 */
459 fb->Visual.samples = rb->NumSamples;
460 fb->Visual.sampleBuffers = rb->NumSamples > 0 ? 1 : 0;
461
462 if (_mesa_is_legal_color_format(ctx, baseFormat)) {
463 fb->Visual.redBits = _mesa_get_format_bits(fmt, GL_RED_BITS);
464 fb->Visual.greenBits = _mesa_get_format_bits(fmt, GL_GREEN_BITS);
465 fb->Visual.blueBits = _mesa_get_format_bits(fmt, GL_BLUE_BITS);
466 fb->Visual.alphaBits = _mesa_get_format_bits(fmt, GL_ALPHA_BITS);
467 fb->Visual.rgbBits = fb->Visual.redBits
468 + fb->Visual.greenBits + fb->Visual.blueBits;
469 if (_mesa_get_format_color_encoding(fmt) == GL_SRGB)
470 fb->Visual.sRGBCapable = ctx->Extensions.EXT_framebuffer_sRGB;
471 break;
472 }
473 }
474 }
475
476 fb->Visual.floatMode = GL_FALSE;
477 for (i = 0; i < BUFFER_COUNT; i++) {
478 if (fb->Attachment[i].Renderbuffer) {
479 const struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer;
480 const gl_format fmt = rb->Format;
481
482 if (_mesa_get_format_datatype(fmt) == GL_FLOAT) {
483 fb->Visual.floatMode = GL_TRUE;
484 break;
485 }
486 }
487 }
488
489 if (fb->Attachment[BUFFER_DEPTH].Renderbuffer) {
490 const struct gl_renderbuffer *rb =
491 fb->Attachment[BUFFER_DEPTH].Renderbuffer;
492 const gl_format fmt = rb->Format;
493 fb->Visual.haveDepthBuffer = GL_TRUE;
494 fb->Visual.depthBits = _mesa_get_format_bits(fmt, GL_DEPTH_BITS);
495 }
496
497 if (fb->Attachment[BUFFER_STENCIL].Renderbuffer) {
498 const struct gl_renderbuffer *rb =
499 fb->Attachment[BUFFER_STENCIL].Renderbuffer;
500 const gl_format fmt = rb->Format;
501 fb->Visual.haveStencilBuffer = GL_TRUE;
502 fb->Visual.stencilBits = _mesa_get_format_bits(fmt, GL_STENCIL_BITS);
503 }
504
505 if (fb->Attachment[BUFFER_ACCUM].Renderbuffer) {
506 const struct gl_renderbuffer *rb =
507 fb->Attachment[BUFFER_ACCUM].Renderbuffer;
508 const gl_format fmt = rb->Format;
509 fb->Visual.haveAccumBuffer = GL_TRUE;
510 fb->Visual.accumRedBits = _mesa_get_format_bits(fmt, GL_RED_BITS);
511 fb->Visual.accumGreenBits = _mesa_get_format_bits(fmt, GL_GREEN_BITS);
512 fb->Visual.accumBlueBits = _mesa_get_format_bits(fmt, GL_BLUE_BITS);
513 fb->Visual.accumAlphaBits = _mesa_get_format_bits(fmt, GL_ALPHA_BITS);
514 }
515
516 compute_depth_max(fb);
517 }
518
519
520 /*
521 * Example DrawBuffers scenarios:
522 *
523 * 1. glDrawBuffer(GL_FRONT_AND_BACK), fixed-func or shader writes to
524 * "gl_FragColor" or program writes to the "result.color" register:
525 *
526 * fragment color output renderbuffer
527 * --------------------- ---------------
528 * color[0] Front, Back
529 *
530 *
531 * 2. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]), shader writes to
532 * gl_FragData[i] or program writes to result.color[i] registers:
533 *
534 * fragment color output renderbuffer
535 * --------------------- ---------------
536 * color[0] Front
537 * color[1] Aux0
538 * color[3] Aux1
539 *
540 *
541 * 3. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]) and shader writes to
542 * gl_FragColor, or fixed function:
543 *
544 * fragment color output renderbuffer
545 * --------------------- ---------------
546 * color[0] Front, Aux0, Aux1
547 *
548 *
549 * In either case, the list of renderbuffers is stored in the
550 * framebuffer->_ColorDrawBuffers[] array and
551 * framebuffer->_NumColorDrawBuffers indicates the number of buffers.
552 * The renderer (like swrast) has to look at the current fragment shader
553 * to see if it writes to gl_FragColor vs. gl_FragData[i] to determine
554 * how to map color outputs to renderbuffers.
555 *
556 * Note that these two calls are equivalent (for fixed function fragment
557 * shading anyway):
558 * a) glDrawBuffer(GL_FRONT_AND_BACK); (assuming non-stereo framebuffer)
559 * b) glDrawBuffers(2, [GL_FRONT_LEFT, GL_BACK_LEFT]);
560 */
561
562
563
564
565 /**
566 * Update the (derived) list of color drawing renderbuffer pointers.
567 * Later, when we're rendering we'll loop from 0 to _NumColorDrawBuffers
568 * writing colors.
569 */
570 static void
571 update_color_draw_buffers(struct gl_context *ctx, struct gl_framebuffer *fb)
572 {
573 GLuint output;
574
575 /* set 0th buffer to NULL now in case _NumColorDrawBuffers is zero */
576 fb->_ColorDrawBuffers[0] = NULL;
577
578 for (output = 0; output < fb->_NumColorDrawBuffers; output++) {
579 GLint buf = fb->_ColorDrawBufferIndexes[output];
580 if (buf >= 0) {
581 fb->_ColorDrawBuffers[output] = fb->Attachment[buf].Renderbuffer;
582 }
583 else {
584 fb->_ColorDrawBuffers[output] = NULL;
585 }
586 }
587 }
588
589
590 /**
591 * Update the (derived) color read renderbuffer pointer.
592 * Unlike the DrawBuffer, we can only read from one (or zero) color buffers.
593 */
594 static void
595 update_color_read_buffer(struct gl_context *ctx, struct gl_framebuffer *fb)
596 {
597 (void) ctx;
598 if (fb->_ColorReadBufferIndex == -1 ||
599 fb->DeletePending ||
600 fb->Width == 0 ||
601 fb->Height == 0) {
602 fb->_ColorReadBuffer = NULL; /* legal! */
603 }
604 else {
605 ASSERT(fb->_ColorReadBufferIndex >= 0);
606 ASSERT(fb->_ColorReadBufferIndex < BUFFER_COUNT);
607 fb->_ColorReadBuffer
608 = fb->Attachment[fb->_ColorReadBufferIndex].Renderbuffer;
609 }
610 }
611
612
613 /**
614 * Update a gl_framebuffer's derived state.
615 *
616 * Specifically, update these framebuffer fields:
617 * _ColorDrawBuffers
618 * _NumColorDrawBuffers
619 * _ColorReadBuffer
620 *
621 * If the framebuffer is user-created, make sure it's complete.
622 *
623 * The following functions (at least) can effect framebuffer state:
624 * glReadBuffer, glDrawBuffer, glDrawBuffersARB, glFramebufferRenderbufferEXT,
625 * glRenderbufferStorageEXT.
626 */
627 static void
628 update_framebuffer(struct gl_context *ctx, struct gl_framebuffer *fb)
629 {
630 if (_mesa_is_winsys_fbo(fb)) {
631 /* This is a window-system framebuffer */
632 /* Need to update the FB's GL_DRAW_BUFFER state to match the
633 * context state (GL_READ_BUFFER too).
634 */
635 if (fb->ColorDrawBuffer[0] != ctx->Color.DrawBuffer[0]) {
636 _mesa_drawbuffers(ctx, ctx->Const.MaxDrawBuffers,
637 ctx->Color.DrawBuffer, NULL);
638 }
639 }
640 else {
641 /* This is a user-created framebuffer.
642 * Completeness only matters for user-created framebuffers.
643 */
644 if (fb->_Status != GL_FRAMEBUFFER_COMPLETE) {
645 _mesa_test_framebuffer_completeness(ctx, fb);
646 }
647 }
648
649 /* Strictly speaking, we don't need to update the draw-state
650 * if this FB is bound as ctx->ReadBuffer (and conversely, the
651 * read-state if this FB is bound as ctx->DrawBuffer), but no
652 * harm.
653 */
654 update_color_draw_buffers(ctx, fb);
655 update_color_read_buffer(ctx, fb);
656
657 compute_depth_max(fb);
658 }
659
660
661 /**
662 * Update state related to the current draw/read framebuffers.
663 */
664 void
665 _mesa_update_framebuffer(struct gl_context *ctx)
666 {
667 struct gl_framebuffer *drawFb;
668 struct gl_framebuffer *readFb;
669
670 assert(ctx);
671 drawFb = ctx->DrawBuffer;
672 readFb = ctx->ReadBuffer;
673
674 update_framebuffer(ctx, drawFb);
675 if (readFb != drawFb)
676 update_framebuffer(ctx, readFb);
677
678 _mesa_update_clamp_vertex_color(ctx);
679 _mesa_update_clamp_fragment_color(ctx);
680 }
681
682
683 /**
684 * Check if the renderbuffer for a read/draw operation exists.
685 * \param format a basic image format such as GL_RGB, GL_RGBA, GL_ALPHA,
686 * GL_DEPTH_COMPONENT, etc. or GL_COLOR, GL_DEPTH, GL_STENCIL.
687 * \param reading if TRUE, we're going to read from the buffer,
688 if FALSE, we're going to write to the buffer.
689 * \return GL_TRUE if buffer exists, GL_FALSE otherwise
690 */
691 static GLboolean
692 renderbuffer_exists(struct gl_context *ctx,
693 struct gl_framebuffer *fb,
694 GLenum format,
695 GLboolean reading)
696 {
697 const struct gl_renderbuffer_attachment *att = fb->Attachment;
698
699 /* If we don't know the framebuffer status, update it now */
700 if (fb->_Status == 0) {
701 _mesa_test_framebuffer_completeness(ctx, fb);
702 }
703
704 if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
705 return GL_FALSE;
706 }
707
708 switch (format) {
709 case GL_COLOR:
710 case GL_RED:
711 case GL_GREEN:
712 case GL_BLUE:
713 case GL_ALPHA:
714 case GL_LUMINANCE:
715 case GL_LUMINANCE_ALPHA:
716 case GL_INTENSITY:
717 case GL_RG:
718 case GL_RGB:
719 case GL_BGR:
720 case GL_RGBA:
721 case GL_BGRA:
722 case GL_ABGR_EXT:
723 case GL_RED_INTEGER_EXT:
724 case GL_RG_INTEGER:
725 case GL_GREEN_INTEGER_EXT:
726 case GL_BLUE_INTEGER_EXT:
727 case GL_ALPHA_INTEGER_EXT:
728 case GL_RGB_INTEGER_EXT:
729 case GL_RGBA_INTEGER_EXT:
730 case GL_BGR_INTEGER_EXT:
731 case GL_BGRA_INTEGER_EXT:
732 case GL_LUMINANCE_INTEGER_EXT:
733 case GL_LUMINANCE_ALPHA_INTEGER_EXT:
734 if (reading) {
735 /* about to read from a color buffer */
736 const struct gl_renderbuffer *readBuf = fb->_ColorReadBuffer;
737 if (!readBuf) {
738 return GL_FALSE;
739 }
740 ASSERT(_mesa_get_format_bits(readBuf->Format, GL_RED_BITS) > 0 ||
741 _mesa_get_format_bits(readBuf->Format, GL_ALPHA_BITS) > 0 ||
742 _mesa_get_format_bits(readBuf->Format, GL_TEXTURE_LUMINANCE_SIZE) > 0 ||
743 _mesa_get_format_bits(readBuf->Format, GL_TEXTURE_INTENSITY_SIZE) > 0 ||
744 _mesa_get_format_bits(readBuf->Format, GL_INDEX_BITS) > 0);
745 }
746 else {
747 /* about to draw to zero or more color buffers (none is OK) */
748 return GL_TRUE;
749 }
750 break;
751 case GL_DEPTH:
752 case GL_DEPTH_COMPONENT:
753 if (att[BUFFER_DEPTH].Type == GL_NONE) {
754 return GL_FALSE;
755 }
756 break;
757 case GL_STENCIL:
758 case GL_STENCIL_INDEX:
759 if (att[BUFFER_STENCIL].Type == GL_NONE) {
760 return GL_FALSE;
761 }
762 break;
763 case GL_DEPTH_STENCIL_EXT:
764 if (att[BUFFER_DEPTH].Type == GL_NONE ||
765 att[BUFFER_STENCIL].Type == GL_NONE) {
766 return GL_FALSE;
767 }
768 break;
769 default:
770 _mesa_problem(ctx,
771 "Unexpected format 0x%x in renderbuffer_exists",
772 format);
773 return GL_FALSE;
774 }
775
776 /* OK */
777 return GL_TRUE;
778 }
779
780
781 /**
782 * Check if the renderbuffer for a read operation (glReadPixels, glCopyPixels,
783 * glCopyTex[Sub]Image, etc) exists.
784 * \param format a basic image format such as GL_RGB, GL_RGBA, GL_ALPHA,
785 * GL_DEPTH_COMPONENT, etc. or GL_COLOR, GL_DEPTH, GL_STENCIL.
786 * \return GL_TRUE if buffer exists, GL_FALSE otherwise
787 */
788 GLboolean
789 _mesa_source_buffer_exists(struct gl_context *ctx, GLenum format)
790 {
791 return renderbuffer_exists(ctx, ctx->ReadBuffer, format, GL_TRUE);
792 }
793
794
795 /**
796 * As above, but for drawing operations.
797 */
798 GLboolean
799 _mesa_dest_buffer_exists(struct gl_context *ctx, GLenum format)
800 {
801 return renderbuffer_exists(ctx, ctx->DrawBuffer, format, GL_FALSE);
802 }
803
804
805 /**
806 * Used to answer the GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES query.
807 */
808 GLenum
809 _mesa_get_color_read_format(struct gl_context *ctx)
810 {
811 if (!ctx->ReadBuffer || !ctx->ReadBuffer->_ColorReadBuffer) {
812 /* The spec is unclear how to handle this case, but NVIDIA's
813 * driver generates GL_INVALID_OPERATION.
814 */
815 _mesa_error(ctx, GL_INVALID_OPERATION,
816 "glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT: "
817 "no GL_READ_BUFFER)");
818 return GL_NONE;
819 }
820 else {
821 const GLenum format = ctx->ReadBuffer->_ColorReadBuffer->Format;
822 const GLenum data_type = _mesa_get_format_datatype(format);
823
824 if (format == MESA_FORMAT_ARGB8888)
825 return GL_BGRA;
826 else if (format == MESA_FORMAT_RGB565)
827 return GL_BGR;
828
829 switch (data_type) {
830 case GL_UNSIGNED_INT:
831 case GL_INT:
832 return GL_RGBA_INTEGER;
833 default:
834 return GL_RGBA;
835 }
836 }
837 }
838
839
840 /**
841 * Used to answer the GL_IMPLEMENTATION_COLOR_READ_TYPE_OES query.
842 */
843 GLenum
844 _mesa_get_color_read_type(struct gl_context *ctx)
845 {
846 if (!ctx->ReadBuffer || !ctx->ReadBuffer->_ColorReadBuffer) {
847 /* The spec is unclear how to handle this case, but NVIDIA's
848 * driver generates GL_INVALID_OPERATION.
849 */
850 _mesa_error(ctx, GL_INVALID_OPERATION,
851 "glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE: "
852 "no GL_READ_BUFFER)");
853 return GL_NONE;
854 }
855 else {
856 const GLenum format = ctx->ReadBuffer->_ColorReadBuffer->Format;
857 const GLenum data_type = _mesa_get_format_datatype(format);
858
859 if (format == MESA_FORMAT_RGB565)
860 return GL_UNSIGNED_SHORT_5_6_5_REV;
861
862 switch (data_type) {
863 case GL_SIGNED_NORMALIZED:
864 return GL_BYTE;
865 case GL_UNSIGNED_INT:
866 case GL_INT:
867 case GL_FLOAT:
868 return data_type;
869 case GL_UNSIGNED_NORMALIZED:
870 default:
871 return GL_UNSIGNED_BYTE;
872 }
873 }
874 }
875
876
877 /**
878 * Returns the read renderbuffer for the specified format.
879 */
880 struct gl_renderbuffer *
881 _mesa_get_read_renderbuffer_for_format(const struct gl_context *ctx,
882 GLenum format)
883 {
884 const struct gl_framebuffer *rfb = ctx->ReadBuffer;
885
886 if (_mesa_is_color_format(format)) {
887 return rfb->Attachment[rfb->_ColorReadBufferIndex].Renderbuffer;
888 } else if (_mesa_is_depth_format(format) ||
889 _mesa_is_depthstencil_format(format)) {
890 return rfb->Attachment[BUFFER_DEPTH].Renderbuffer;
891 } else {
892 return rfb->Attachment[BUFFER_STENCIL].Renderbuffer;
893 }
894 }
895
896
897 /**
898 * Print framebuffer info to stderr, for debugging.
899 */
900 void
901 _mesa_print_framebuffer(const struct gl_framebuffer *fb)
902 {
903 GLuint i;
904
905 fprintf(stderr, "Mesa Framebuffer %u at %p\n", fb->Name, (void *) fb);
906 fprintf(stderr, " Size: %u x %u Status: %s\n", fb->Width, fb->Height,
907 _mesa_lookup_enum_by_nr(fb->_Status));
908 fprintf(stderr, " Attachments:\n");
909
910 for (i = 0; i < BUFFER_COUNT; i++) {
911 const struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
912 if (att->Type == GL_TEXTURE) {
913 const struct gl_texture_image *texImage = att->Renderbuffer->TexImage;
914 fprintf(stderr,
915 " %2d: Texture %u, level %u, face %u, slice %u, complete %d\n",
916 i, att->Texture->Name, att->TextureLevel, att->CubeMapFace,
917 att->Zoffset, att->Complete);
918 fprintf(stderr, " Size: %u x %u x %u Format %s\n",
919 texImage->Width, texImage->Height, texImage->Depth,
920 _mesa_get_format_name(texImage->TexFormat));
921 }
922 else if (att->Type == GL_RENDERBUFFER) {
923 fprintf(stderr, " %2d: Renderbuffer %u, complete %d\n",
924 i, att->Renderbuffer->Name, att->Complete);
925 fprintf(stderr, " Size: %u x %u Format %s\n",
926 att->Renderbuffer->Width, att->Renderbuffer->Height,
927 _mesa_get_format_name(att->Renderbuffer->Format));
928 }
929 else {
930 fprintf(stderr, " %2d: none\n", i);
931 }
932 }
933 }