mesa: move update_depth/stencil_buffer() functions
[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 "depthstencil.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
47
48
49 /**
50 * Compute/set the _DepthMax field for the given framebuffer.
51 * This value depends on the Z buffer resolution.
52 */
53 static void
54 compute_depth_max(struct gl_framebuffer *fb)
55 {
56 if (fb->Visual.depthBits == 0) {
57 /* Special case. Even if we don't have a depth buffer we need
58 * good values for DepthMax for Z vertex transformation purposes
59 * and for per-fragment fog computation.
60 */
61 fb->_DepthMax = (1 << 16) - 1;
62 }
63 else if (fb->Visual.depthBits < 32) {
64 fb->_DepthMax = (1 << fb->Visual.depthBits) - 1;
65 }
66 else {
67 /* Special case since shift values greater than or equal to the
68 * number of bits in the left hand expression's type are undefined.
69 */
70 fb->_DepthMax = 0xffffffff;
71 }
72 fb->_DepthMaxF = (GLfloat) fb->_DepthMax;
73
74 /* Minimum resolvable depth value, for polygon offset */
75 fb->_MRD = (GLfloat)1.0 / fb->_DepthMaxF;
76 }
77
78 /**
79 * Create and initialize a gl_framebuffer object.
80 * This is intended for creating _window_system_ framebuffers, not generic
81 * framebuffer objects ala GL_EXT_framebuffer_object.
82 *
83 * \sa _mesa_new_framebuffer
84 */
85 struct gl_framebuffer *
86 _mesa_create_framebuffer(const struct gl_config *visual)
87 {
88 struct gl_framebuffer *fb = CALLOC_STRUCT(gl_framebuffer);
89 assert(visual);
90 if (fb) {
91 _mesa_initialize_window_framebuffer(fb, visual);
92 }
93 return fb;
94 }
95
96
97 /**
98 * Allocate a new gl_framebuffer object.
99 * This is the default function for ctx->Driver.NewFramebuffer().
100 * This is for allocating user-created framebuffers, not window-system
101 * framebuffers!
102 * \sa _mesa_create_framebuffer
103 */
104 struct gl_framebuffer *
105 _mesa_new_framebuffer(struct gl_context *ctx, GLuint name)
106 {
107 struct gl_framebuffer *fb;
108 (void) ctx;
109 assert(name != 0);
110 fb = CALLOC_STRUCT(gl_framebuffer);
111 if (fb) {
112 _mesa_initialize_user_framebuffer(fb, name);
113 }
114 return fb;
115 }
116
117
118 /**
119 * Initialize a gl_framebuffer object. Typically used to initialize
120 * window system-created framebuffers, not user-created framebuffers.
121 * \sa _mesa_initialize_user_framebuffer
122 */
123 void
124 _mesa_initialize_window_framebuffer(struct gl_framebuffer *fb,
125 const struct gl_config *visual)
126 {
127 assert(fb);
128 assert(visual);
129
130 memset(fb, 0, sizeof(struct gl_framebuffer));
131
132 _glthread_INIT_MUTEX(fb->Mutex);
133
134 fb->RefCount = 1;
135
136 /* save the visual */
137 fb->Visual = *visual;
138
139 /* Init read/draw renderbuffer state */
140 if (visual->doubleBufferMode) {
141 fb->_NumColorDrawBuffers = 1;
142 fb->ColorDrawBuffer[0] = GL_BACK;
143 fb->_ColorDrawBufferIndexes[0] = BUFFER_BACK_LEFT;
144 fb->ColorReadBuffer = GL_BACK;
145 fb->_ColorReadBufferIndex = BUFFER_BACK_LEFT;
146 }
147 else {
148 fb->_NumColorDrawBuffers = 1;
149 fb->ColorDrawBuffer[0] = GL_FRONT;
150 fb->_ColorDrawBufferIndexes[0] = BUFFER_FRONT_LEFT;
151 fb->ColorReadBuffer = GL_FRONT;
152 fb->_ColorReadBufferIndex = BUFFER_FRONT_LEFT;
153 }
154
155 fb->Delete = _mesa_destroy_framebuffer;
156 fb->_Status = GL_FRAMEBUFFER_COMPLETE_EXT;
157
158 compute_depth_max(fb);
159 }
160
161
162 /**
163 * Initialize a user-created gl_framebuffer object.
164 * \sa _mesa_initialize_window_framebuffer
165 */
166 void
167 _mesa_initialize_user_framebuffer(struct gl_framebuffer *fb, GLuint name)
168 {
169 assert(fb);
170 assert(name);
171
172 memset(fb, 0, sizeof(struct gl_framebuffer));
173
174 fb->Name = name;
175 fb->RefCount = 1;
176 fb->_NumColorDrawBuffers = 1;
177 fb->ColorDrawBuffer[0] = GL_COLOR_ATTACHMENT0_EXT;
178 fb->_ColorDrawBufferIndexes[0] = BUFFER_COLOR0;
179 fb->ColorReadBuffer = GL_COLOR_ATTACHMENT0_EXT;
180 fb->_ColorReadBufferIndex = BUFFER_COLOR0;
181 fb->Delete = _mesa_destroy_framebuffer;
182 _glthread_INIT_MUTEX(fb->Mutex);
183 }
184
185
186 /**
187 * Deallocate buffer and everything attached to it.
188 * Typically called via the gl_framebuffer->Delete() method.
189 */
190 void
191 _mesa_destroy_framebuffer(struct gl_framebuffer *fb)
192 {
193 if (fb) {
194 _mesa_free_framebuffer_data(fb);
195 free(fb);
196 }
197 }
198
199
200 /**
201 * Free all the data hanging off the given gl_framebuffer, but don't free
202 * the gl_framebuffer object itself.
203 */
204 void
205 _mesa_free_framebuffer_data(struct gl_framebuffer *fb)
206 {
207 GLuint i;
208
209 assert(fb);
210 assert(fb->RefCount == 0);
211
212 _glthread_DESTROY_MUTEX(fb->Mutex);
213
214 for (i = 0; i < BUFFER_COUNT; i++) {
215 struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
216 if (att->Renderbuffer) {
217 _mesa_reference_renderbuffer(&att->Renderbuffer, NULL);
218 }
219 if (att->Texture) {
220 _mesa_reference_texobj(&att->Texture, NULL);
221 }
222 ASSERT(!att->Renderbuffer);
223 ASSERT(!att->Texture);
224 att->Type = GL_NONE;
225 }
226
227 /* unbind _Depth/_StencilBuffer to decr ref counts */
228 _mesa_reference_renderbuffer(&fb->_DepthBuffer, NULL);
229 _mesa_reference_renderbuffer(&fb->_StencilBuffer, NULL);
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 /* For window system framebuffers, Name is zero */
290 assert(fb->Name == 0);
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 if (fb->_DepthBuffer) {
311 struct gl_renderbuffer *rb = fb->_DepthBuffer;
312 if (rb->Width != width || rb->Height != height) {
313 if (!rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height)) {
314 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Resizing framebuffer");
315 }
316 }
317 }
318
319 if (fb->_StencilBuffer) {
320 struct gl_renderbuffer *rb = fb->_StencilBuffer;
321 if (rb->Width != width || rb->Height != height) {
322 if (!rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height)) {
323 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Resizing framebuffer");
324 }
325 }
326 }
327
328 fb->Width = width;
329 fb->Height = height;
330
331 if (ctx) {
332 /* update scissor / window bounds */
333 _mesa_update_draw_buffer_bounds(ctx);
334 /* Signal new buffer state so that swrast will update its clipping
335 * info (the CLIP_BIT flag).
336 */
337 ctx->NewState |= _NEW_BUFFERS;
338 }
339 }
340
341
342
343 /**
344 * XXX THIS IS OBSOLETE - drivers should take care of detecting window
345 * size changes and act accordingly, likely calling _mesa_resize_framebuffer().
346 *
347 * GL_MESA_resize_buffers extension.
348 *
349 * When this function is called, we'll ask the window system how large
350 * the current window is. If it's a new size, we'll call the driver's
351 * ResizeBuffers function. The driver will then resize its color buffers
352 * as needed, and maybe call the swrast's routine for reallocating
353 * swrast-managed depth/stencil/accum/etc buffers.
354 * \note This function should only be called through the GL API, not
355 * from device drivers (as was done in the past).
356 */
357 void
358 _mesa_resizebuffers( struct gl_context *ctx )
359 {
360 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx );
361
362 if (MESA_VERBOSE & VERBOSE_API)
363 _mesa_debug(ctx, "glResizeBuffersMESA\n");
364
365 if (!ctx->Driver.GetBufferSize) {
366 return;
367 }
368
369 if (ctx->WinSysDrawBuffer) {
370 GLuint newWidth, newHeight;
371 struct gl_framebuffer *buffer = ctx->WinSysDrawBuffer;
372
373 assert(buffer->Name == 0);
374
375 /* ask device driver for size of output buffer */
376 ctx->Driver.GetBufferSize( buffer, &newWidth, &newHeight );
377
378 /* see if size of device driver's color buffer (window) has changed */
379 if (buffer->Width != newWidth || buffer->Height != newHeight) {
380 if (ctx->Driver.ResizeBuffers)
381 ctx->Driver.ResizeBuffers(ctx, buffer, newWidth, newHeight );
382 }
383 }
384
385 if (ctx->WinSysReadBuffer
386 && ctx->WinSysReadBuffer != ctx->WinSysDrawBuffer) {
387 GLuint newWidth, newHeight;
388 struct gl_framebuffer *buffer = ctx->WinSysReadBuffer;
389
390 assert(buffer->Name == 0);
391
392 /* ask device driver for size of read buffer */
393 ctx->Driver.GetBufferSize( buffer, &newWidth, &newHeight );
394
395 /* see if size of device driver's color buffer (window) has changed */
396 if (buffer->Width != newWidth || buffer->Height != newHeight) {
397 if (ctx->Driver.ResizeBuffers)
398 ctx->Driver.ResizeBuffers(ctx, buffer, newWidth, newHeight );
399 }
400 }
401
402 ctx->NewState |= _NEW_BUFFERS; /* to update scissor / window bounds */
403 }
404
405
406 /*
407 * XXX THIS IS OBSOLETE
408 */
409 void GLAPIENTRY
410 _mesa_ResizeBuffersMESA( void )
411 {
412 GET_CURRENT_CONTEXT(ctx);
413
414 if (ctx->Extensions.MESA_resize_buffers)
415 _mesa_resizebuffers( ctx );
416 }
417
418
419
420 /**
421 * Examine all the framebuffer's renderbuffers to update the Width/Height
422 * fields of the framebuffer. If we have renderbuffers with different
423 * sizes, set the framebuffer's width and height to the min size.
424 * Note: this is only intended for user-created framebuffers, not
425 * window-system framebuffes.
426 */
427 static void
428 update_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb)
429 {
430 GLuint minWidth = ~0, minHeight = ~0;
431 GLuint i;
432
433 /* user-created framebuffers only */
434 assert(fb->Name);
435
436 for (i = 0; i < BUFFER_COUNT; i++) {
437 struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
438 const struct gl_renderbuffer *rb = att->Renderbuffer;
439 if (rb) {
440 minWidth = MIN2(minWidth, rb->Width);
441 minHeight = MIN2(minHeight, rb->Height);
442 }
443 }
444
445 if (minWidth != ~0) {
446 fb->Width = minWidth;
447 fb->Height = minHeight;
448 }
449 else {
450 fb->Width = 0;
451 fb->Height = 0;
452 }
453 }
454
455
456 /**
457 * Update the context's current drawing buffer's Xmin, Xmax, Ymin, Ymax fields.
458 * These values are computed from the buffer's width and height and
459 * the scissor box, if it's enabled.
460 * \param ctx the GL context.
461 */
462 void
463 _mesa_update_draw_buffer_bounds(struct gl_context *ctx)
464 {
465 struct gl_framebuffer *buffer = ctx->DrawBuffer;
466
467 if (!buffer)
468 return;
469
470 if (buffer->Name) {
471 /* user-created framebuffer size depends on the renderbuffers */
472 update_framebuffer_size(ctx, buffer);
473 }
474
475 buffer->_Xmin = 0;
476 buffer->_Ymin = 0;
477 buffer->_Xmax = buffer->Width;
478 buffer->_Ymax = buffer->Height;
479
480 if (ctx->Scissor.Enabled) {
481 if (ctx->Scissor.X > buffer->_Xmin) {
482 buffer->_Xmin = ctx->Scissor.X;
483 }
484 if (ctx->Scissor.Y > buffer->_Ymin) {
485 buffer->_Ymin = ctx->Scissor.Y;
486 }
487 if (ctx->Scissor.X + ctx->Scissor.Width < buffer->_Xmax) {
488 buffer->_Xmax = ctx->Scissor.X + ctx->Scissor.Width;
489 }
490 if (ctx->Scissor.Y + ctx->Scissor.Height < buffer->_Ymax) {
491 buffer->_Ymax = ctx->Scissor.Y + ctx->Scissor.Height;
492 }
493 /* finally, check for empty region */
494 if (buffer->_Xmin > buffer->_Xmax) {
495 buffer->_Xmin = buffer->_Xmax;
496 }
497 if (buffer->_Ymin > buffer->_Ymax) {
498 buffer->_Ymin = buffer->_Ymax;
499 }
500 }
501
502 ASSERT(buffer->_Xmin <= buffer->_Xmax);
503 ASSERT(buffer->_Ymin <= buffer->_Ymax);
504 }
505
506
507 /**
508 * The glGet queries of the framebuffer red/green/blue size, stencil size,
509 * etc. are satisfied by the fields of ctx->DrawBuffer->Visual. These can
510 * change depending on the renderbuffer bindings. This function updates
511 * the given framebuffer's Visual from the current renderbuffer bindings.
512 *
513 * This may apply to user-created framebuffers or window system framebuffers.
514 *
515 * Also note: ctx->DrawBuffer->Visual.depthBits might not equal
516 * ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer.DepthBits.
517 * The former one is used to convert floating point depth values into
518 * integer Z values.
519 */
520 void
521 _mesa_update_framebuffer_visual(struct gl_context *ctx,
522 struct gl_framebuffer *fb)
523 {
524 GLuint i;
525
526 memset(&fb->Visual, 0, sizeof(fb->Visual));
527 fb->Visual.rgbMode = GL_TRUE; /* assume this */
528
529 #if 0 /* this _might_ be needed */
530 if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
531 /* leave visual fields zero'd */
532 return;
533 }
534 #endif
535
536 /* find first RGB renderbuffer */
537 for (i = 0; i < BUFFER_COUNT; i++) {
538 if (fb->Attachment[i].Renderbuffer) {
539 const struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer;
540 const GLenum baseFormat = _mesa_get_format_base_format(rb->Format);
541 const gl_format fmt = rb->Format;
542
543 if (_mesa_is_legal_color_format(ctx, baseFormat)) {
544 fb->Visual.redBits = _mesa_get_format_bits(fmt, GL_RED_BITS);
545 fb->Visual.greenBits = _mesa_get_format_bits(fmt, GL_GREEN_BITS);
546 fb->Visual.blueBits = _mesa_get_format_bits(fmt, GL_BLUE_BITS);
547 fb->Visual.alphaBits = _mesa_get_format_bits(fmt, GL_ALPHA_BITS);
548 fb->Visual.rgbBits = fb->Visual.redBits
549 + fb->Visual.greenBits + fb->Visual.blueBits;
550 fb->Visual.samples = rb->NumSamples;
551 fb->Visual.sampleBuffers = rb->NumSamples > 0 ? 1 : 0;
552 if (_mesa_get_format_color_encoding(fmt) == GL_SRGB)
553 fb->Visual.sRGBCapable = ctx->Const.sRGBCapable;
554 break;
555 }
556 }
557 }
558
559 fb->Visual.floatMode = GL_FALSE;
560 for (i = 0; i < BUFFER_COUNT; i++) {
561 if (fb->Attachment[i].Renderbuffer) {
562 const struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer;
563 const gl_format fmt = rb->Format;
564
565 if (_mesa_get_format_datatype(fmt) == GL_FLOAT) {
566 fb->Visual.floatMode = GL_TRUE;
567 break;
568 }
569 }
570 }
571
572 if (fb->Attachment[BUFFER_DEPTH].Renderbuffer) {
573 const struct gl_renderbuffer *rb =
574 fb->Attachment[BUFFER_DEPTH].Renderbuffer;
575 const gl_format fmt = rb->Format;
576 fb->Visual.haveDepthBuffer = GL_TRUE;
577 fb->Visual.depthBits = _mesa_get_format_bits(fmt, GL_DEPTH_BITS);
578 }
579
580 if (fb->Attachment[BUFFER_STENCIL].Renderbuffer) {
581 const struct gl_renderbuffer *rb =
582 fb->Attachment[BUFFER_STENCIL].Renderbuffer;
583 const gl_format fmt = rb->Format;
584 fb->Visual.haveStencilBuffer = GL_TRUE;
585 fb->Visual.stencilBits = _mesa_get_format_bits(fmt, GL_STENCIL_BITS);
586 }
587
588 if (fb->Attachment[BUFFER_ACCUM].Renderbuffer) {
589 const struct gl_renderbuffer *rb =
590 fb->Attachment[BUFFER_ACCUM].Renderbuffer;
591 const gl_format fmt = rb->Format;
592 fb->Visual.haveAccumBuffer = GL_TRUE;
593 fb->Visual.accumRedBits = _mesa_get_format_bits(fmt, GL_RED_BITS);
594 fb->Visual.accumGreenBits = _mesa_get_format_bits(fmt, GL_GREEN_BITS);
595 fb->Visual.accumBlueBits = _mesa_get_format_bits(fmt, GL_BLUE_BITS);
596 fb->Visual.accumAlphaBits = _mesa_get_format_bits(fmt, GL_ALPHA_BITS);
597 }
598
599 compute_depth_max(fb);
600 }
601
602
603 /*
604 * Example DrawBuffers scenarios:
605 *
606 * 1. glDrawBuffer(GL_FRONT_AND_BACK), fixed-func or shader writes to
607 * "gl_FragColor" or program writes to the "result.color" register:
608 *
609 * fragment color output renderbuffer
610 * --------------------- ---------------
611 * color[0] Front, Back
612 *
613 *
614 * 2. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]), shader writes to
615 * gl_FragData[i] or program writes to result.color[i] registers:
616 *
617 * fragment color output renderbuffer
618 * --------------------- ---------------
619 * color[0] Front
620 * color[1] Aux0
621 * color[3] Aux1
622 *
623 *
624 * 3. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]) and shader writes to
625 * gl_FragColor, or fixed function:
626 *
627 * fragment color output renderbuffer
628 * --------------------- ---------------
629 * color[0] Front, Aux0, Aux1
630 *
631 *
632 * In either case, the list of renderbuffers is stored in the
633 * framebuffer->_ColorDrawBuffers[] array and
634 * framebuffer->_NumColorDrawBuffers indicates the number of buffers.
635 * The renderer (like swrast) has to look at the current fragment shader
636 * to see if it writes to gl_FragColor vs. gl_FragData[i] to determine
637 * how to map color outputs to renderbuffers.
638 *
639 * Note that these two calls are equivalent (for fixed function fragment
640 * shading anyway):
641 * a) glDrawBuffer(GL_FRONT_AND_BACK); (assuming non-stereo framebuffer)
642 * b) glDrawBuffers(2, [GL_FRONT_LEFT, GL_BACK_LEFT]);
643 */
644
645
646
647
648 /**
649 * Update the (derived) list of color drawing renderbuffer pointers.
650 * Later, when we're rendering we'll loop from 0 to _NumColorDrawBuffers
651 * writing colors.
652 */
653 static void
654 update_color_draw_buffers(struct gl_context *ctx, struct gl_framebuffer *fb)
655 {
656 GLuint output;
657
658 /* set 0th buffer to NULL now in case _NumColorDrawBuffers is zero */
659 fb->_ColorDrawBuffers[0] = NULL;
660
661 for (output = 0; output < fb->_NumColorDrawBuffers; output++) {
662 GLint buf = fb->_ColorDrawBufferIndexes[output];
663 if (buf >= 0) {
664 fb->_ColorDrawBuffers[output] = fb->Attachment[buf].Renderbuffer;
665 }
666 else {
667 fb->_ColorDrawBuffers[output] = NULL;
668 }
669 }
670 }
671
672
673 /**
674 * Update the (derived) color read renderbuffer pointer.
675 * Unlike the DrawBuffer, we can only read from one (or zero) color buffers.
676 */
677 static void
678 update_color_read_buffer(struct gl_context *ctx, struct gl_framebuffer *fb)
679 {
680 (void) ctx;
681 if (fb->_ColorReadBufferIndex == -1 ||
682 fb->DeletePending ||
683 fb->Width == 0 ||
684 fb->Height == 0) {
685 fb->_ColorReadBuffer = NULL; /* legal! */
686 }
687 else {
688 ASSERT(fb->_ColorReadBufferIndex >= 0);
689 ASSERT(fb->_ColorReadBufferIndex < BUFFER_COUNT);
690 fb->_ColorReadBuffer
691 = fb->Attachment[fb->_ColorReadBufferIndex].Renderbuffer;
692 }
693 }
694
695
696 /**
697 * Update a gl_framebuffer's derived state.
698 *
699 * Specifically, update these framebuffer fields:
700 * _ColorDrawBuffers
701 * _NumColorDrawBuffers
702 * _ColorReadBuffer
703 * _DepthBuffer
704 * _StencilBuffer
705 *
706 * If the framebuffer is user-created, make sure it's complete.
707 *
708 * The following functions (at least) can effect framebuffer state:
709 * glReadBuffer, glDrawBuffer, glDrawBuffersARB, glFramebufferRenderbufferEXT,
710 * glRenderbufferStorageEXT.
711 */
712 static void
713 update_framebuffer(struct gl_context *ctx, struct gl_framebuffer *fb)
714 {
715 if (fb->Name == 0) {
716 /* This is a window-system framebuffer */
717 /* Need to update the FB's GL_DRAW_BUFFER state to match the
718 * context state (GL_READ_BUFFER too).
719 */
720 if (fb->ColorDrawBuffer[0] != ctx->Color.DrawBuffer[0]) {
721 _mesa_drawbuffers(ctx, ctx->Const.MaxDrawBuffers,
722 ctx->Color.DrawBuffer, NULL);
723 }
724 }
725 else {
726 /* This is a user-created framebuffer.
727 * Completeness only matters for user-created framebuffers.
728 */
729 if (fb->_Status != GL_FRAMEBUFFER_COMPLETE) {
730 _mesa_test_framebuffer_completeness(ctx, fb);
731 }
732 }
733
734 /* Strictly speaking, we don't need to update the draw-state
735 * if this FB is bound as ctx->ReadBuffer (and conversely, the
736 * read-state if this FB is bound as ctx->DrawBuffer), but no
737 * harm.
738 */
739 update_color_draw_buffers(ctx, fb);
740 update_color_read_buffer(ctx, fb);
741 _mesa_update_depth_buffer(ctx, fb);
742 _mesa_update_stencil_buffer(ctx, fb);
743
744 compute_depth_max(fb);
745 }
746
747
748 /**
749 * Update state related to the current draw/read framebuffers.
750 */
751 void
752 _mesa_update_framebuffer(struct gl_context *ctx)
753 {
754 struct gl_framebuffer *drawFb;
755 struct gl_framebuffer *readFb;
756
757 assert(ctx);
758 drawFb = ctx->DrawBuffer;
759 readFb = ctx->ReadBuffer;
760
761 update_framebuffer(ctx, drawFb);
762 if (readFb != drawFb)
763 update_framebuffer(ctx, readFb);
764 }
765
766
767 /**
768 * Check if the renderbuffer for a read/draw operation exists.
769 * \param format a basic image format such as GL_RGB, GL_RGBA, GL_ALPHA,
770 * GL_DEPTH_COMPONENT, etc. or GL_COLOR, GL_DEPTH, GL_STENCIL.
771 * \param reading if TRUE, we're going to read from the buffer,
772 if FALSE, we're going to write to the buffer.
773 * \return GL_TRUE if buffer exists, GL_FALSE otherwise
774 */
775 static GLboolean
776 renderbuffer_exists(struct gl_context *ctx,
777 struct gl_framebuffer *fb,
778 GLenum format,
779 GLboolean reading)
780 {
781 const struct gl_renderbuffer_attachment *att = fb->Attachment;
782
783 /* If we don't know the framebuffer status, update it now */
784 if (fb->_Status == 0) {
785 _mesa_test_framebuffer_completeness(ctx, fb);
786 }
787
788 if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
789 return GL_FALSE;
790 }
791
792 switch (format) {
793 case GL_COLOR:
794 case GL_RED:
795 case GL_GREEN:
796 case GL_BLUE:
797 case GL_ALPHA:
798 case GL_LUMINANCE:
799 case GL_LUMINANCE_ALPHA:
800 case GL_INTENSITY:
801 case GL_RG:
802 case GL_RGB:
803 case GL_BGR:
804 case GL_RGBA:
805 case GL_BGRA:
806 case GL_ABGR_EXT:
807 case GL_RED_INTEGER_EXT:
808 case GL_RG_INTEGER:
809 case GL_GREEN_INTEGER_EXT:
810 case GL_BLUE_INTEGER_EXT:
811 case GL_ALPHA_INTEGER_EXT:
812 case GL_RGB_INTEGER_EXT:
813 case GL_RGBA_INTEGER_EXT:
814 case GL_BGR_INTEGER_EXT:
815 case GL_BGRA_INTEGER_EXT:
816 case GL_LUMINANCE_INTEGER_EXT:
817 case GL_LUMINANCE_ALPHA_INTEGER_EXT:
818 if (reading) {
819 /* about to read from a color buffer */
820 const struct gl_renderbuffer *readBuf = fb->_ColorReadBuffer;
821 if (!readBuf) {
822 return GL_FALSE;
823 }
824 ASSERT(_mesa_get_format_bits(readBuf->Format, GL_RED_BITS) > 0 ||
825 _mesa_get_format_bits(readBuf->Format, GL_ALPHA_BITS) > 0 ||
826 _mesa_get_format_bits(readBuf->Format, GL_TEXTURE_LUMINANCE_SIZE) > 0 ||
827 _mesa_get_format_bits(readBuf->Format, GL_TEXTURE_INTENSITY_SIZE) > 0 ||
828 _mesa_get_format_bits(readBuf->Format, GL_INDEX_BITS) > 0);
829 }
830 else {
831 /* about to draw to zero or more color buffers (none is OK) */
832 return GL_TRUE;
833 }
834 break;
835 case GL_DEPTH:
836 case GL_DEPTH_COMPONENT:
837 if (att[BUFFER_DEPTH].Type == GL_NONE) {
838 return GL_FALSE;
839 }
840 break;
841 case GL_STENCIL:
842 case GL_STENCIL_INDEX:
843 if (att[BUFFER_STENCIL].Type == GL_NONE) {
844 return GL_FALSE;
845 }
846 break;
847 case GL_DEPTH_STENCIL_EXT:
848 if (att[BUFFER_DEPTH].Type == GL_NONE ||
849 att[BUFFER_STENCIL].Type == GL_NONE) {
850 return GL_FALSE;
851 }
852 break;
853 default:
854 _mesa_problem(ctx,
855 "Unexpected format 0x%x in renderbuffer_exists",
856 format);
857 return GL_FALSE;
858 }
859
860 /* OK */
861 return GL_TRUE;
862 }
863
864
865 /**
866 * Check if the renderbuffer for a read operation (glReadPixels, glCopyPixels,
867 * glCopyTex[Sub]Image, etc) exists.
868 * \param format a basic image format such as GL_RGB, GL_RGBA, GL_ALPHA,
869 * GL_DEPTH_COMPONENT, etc. or GL_COLOR, GL_DEPTH, GL_STENCIL.
870 * \return GL_TRUE if buffer exists, GL_FALSE otherwise
871 */
872 GLboolean
873 _mesa_source_buffer_exists(struct gl_context *ctx, GLenum format)
874 {
875 return renderbuffer_exists(ctx, ctx->ReadBuffer, format, GL_TRUE);
876 }
877
878
879 /**
880 * As above, but for drawing operations.
881 * XXX could do some code merging w/ above function.
882 */
883 GLboolean
884 _mesa_dest_buffer_exists(struct gl_context *ctx, GLenum format)
885 {
886 return renderbuffer_exists(ctx, ctx->DrawBuffer, format, GL_FALSE);
887 }
888
889
890 /**
891 * Used to answer the GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES query.
892 */
893 GLenum
894 _mesa_get_color_read_format(struct gl_context *ctx)
895 {
896 switch (ctx->ReadBuffer->_ColorReadBuffer->Format) {
897 case MESA_FORMAT_ARGB8888:
898 return GL_BGRA;
899 case MESA_FORMAT_RGB565:
900 return GL_BGR;
901 default:
902 return GL_RGBA;
903 }
904 }
905
906
907 /**
908 * Used to answer the GL_IMPLEMENTATION_COLOR_READ_TYPE_OES query.
909 */
910 GLenum
911 _mesa_get_color_read_type(struct gl_context *ctx)
912 {
913 switch (ctx->ReadBuffer->_ColorReadBuffer->Format) {
914 case MESA_FORMAT_ARGB8888:
915 return GL_UNSIGNED_BYTE;
916 case MESA_FORMAT_RGB565:
917 return GL_UNSIGNED_SHORT_5_6_5_REV;
918 default:
919 return GL_UNSIGNED_BYTE;
920 }
921 }
922
923
924 /**
925 * Print framebuffer info to stderr, for debugging.
926 */
927 void
928 _mesa_print_framebuffer(const struct gl_framebuffer *fb)
929 {
930 GLuint i;
931
932 fprintf(stderr, "Mesa Framebuffer %u at %p\n", fb->Name, (void *) fb);
933 fprintf(stderr, " Size: %u x %u Status: %s\n", fb->Width, fb->Height,
934 _mesa_lookup_enum_by_nr(fb->_Status));
935 fprintf(stderr, " Attachments:\n");
936
937 for (i = 0; i < BUFFER_COUNT; i++) {
938 const struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
939 if (att->Type == GL_TEXTURE) {
940 const struct gl_texture_image *texImage =
941 _mesa_get_attachment_teximage_const(att);
942 fprintf(stderr,
943 " %2d: Texture %u, level %u, face %u, slice %u, complete %d\n",
944 i, att->Texture->Name, att->TextureLevel, att->CubeMapFace,
945 att->Zoffset, att->Complete);
946 fprintf(stderr, " Size: %u x %u x %u Format %s\n",
947 texImage->Width, texImage->Height, texImage->Depth,
948 _mesa_get_format_name(texImage->TexFormat));
949 }
950 else if (att->Type == GL_RENDERBUFFER) {
951 fprintf(stderr, " %2d: Renderbuffer %u, complete %d\n",
952 i, att->Renderbuffer->Name, att->Complete);
953 fprintf(stderr, " Size: %u x %u Format %s\n",
954 att->Renderbuffer->Width, att->Renderbuffer->Height,
955 _mesa_get_format_name(att->Renderbuffer->Format));
956 }
957 else {
958 fprintf(stderr, " %2d: none\n", i);
959 }
960 }
961 }