check for framebuffer completeness, code clean-up
[mesa.git] / src / mesa / main / framebuffer.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 6.5
4 *
5 * Copyright (C) 1999-2005 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 "mtypes.h"
37 #include "fbobject.h"
38 #include "framebuffer.h"
39 #include "renderbuffer.h"
40
41
42
43 /**
44 * Compute/set the _DepthMax field for the given framebuffer.
45 * This value depends on the Z buffer resolution.
46 */
47 static void
48 compute_depth_max(struct gl_framebuffer *fb)
49 {
50 if (fb->Visual.depthBits == 0) {
51 /* Special case. Even if we don't have a depth buffer we need
52 * good values for DepthMax for Z vertex transformation purposes
53 * and for per-fragment fog computation.
54 */
55 fb->_DepthMax = (1 << 16) - 1;
56 }
57 else if (fb->Visual.depthBits < 32) {
58 fb->_DepthMax = (1 << fb->Visual.depthBits) - 1;
59 }
60 else {
61 /* Special case since shift values greater than or equal to the
62 * number of bits in the left hand expression's type are undefined.
63 */
64 fb->_DepthMax = 0xffffffff;
65 }
66 fb->_DepthMaxF = (GLfloat) fb->_DepthMax;
67 fb->_MRD = 1.0; /* Minimum resolvable depth value, for polygon offset */
68 }
69
70
71 /**
72 * Create and initialize a gl_framebuffer object.
73 * This is intended for creating _window_system_ framebuffers, not generic
74 * framebuffer objects ala GL_EXT_framebuffer_object.
75 *
76 * \sa _mesa_new_framebuffer
77 */
78 struct gl_framebuffer *
79 _mesa_create_framebuffer(const GLvisual *visual)
80 {
81 struct gl_framebuffer *fb = CALLOC_STRUCT(gl_framebuffer);
82 assert(visual);
83 if (fb) {
84 _mesa_initialize_framebuffer(fb, visual);
85 }
86 return fb;
87 }
88
89
90 /**
91 * Allocate a new gl_framebuffer object.
92 * This is the default function for ctx->Driver.NewFramebuffer().
93 * This is for allocating user-created framebuffers, not window-system
94 * framebuffers!
95 * \sa _mesa_create_framebuffer
96 */
97 struct gl_framebuffer *
98 _mesa_new_framebuffer(GLcontext *ctx, GLuint name)
99 {
100 struct gl_framebuffer *fb;
101 assert(name != 0);
102 fb = CALLOC_STRUCT(gl_framebuffer);
103 if (fb) {
104 fb->Name = name;
105 fb->RefCount = 1;
106 fb->ColorDrawBuffer[0] = GL_COLOR_ATTACHMENT0_EXT;
107 fb->_ColorDrawBufferMask[0] = BUFFER_BIT_COLOR0;
108 fb->ColorReadBuffer = GL_COLOR_ATTACHMENT0_EXT;
109 fb->_ColorReadBufferIndex = BUFFER_COLOR0;
110 fb->Delete = _mesa_destroy_framebuffer;
111 }
112 return fb;
113 }
114
115
116 /**
117 * Initialize a gl_framebuffer object. Typically used to initialize
118 * window system-created framebuffers, not user-created framebuffers.
119 * \sa _mesa_create_framebuffer
120 */
121 void
122 _mesa_initialize_framebuffer(struct gl_framebuffer *fb, const GLvisual *visual)
123 {
124 assert(fb);
125 assert(visual);
126
127 _mesa_bzero(fb, sizeof(struct gl_framebuffer));
128
129 /* save the visual */
130 fb->Visual = *visual;
131
132 /* Init glRead/DrawBuffer state */
133 if (visual->doubleBufferMode) {
134 fb->ColorDrawBuffer[0] = GL_BACK;
135 fb->_ColorDrawBufferMask[0] = BUFFER_BIT_BACK_LEFT;
136 fb->ColorReadBuffer = GL_BACK;
137 fb->_ColorReadBufferIndex = BUFFER_BACK_LEFT;
138 }
139 else {
140 fb->ColorDrawBuffer[0] = GL_FRONT;
141 fb->_ColorDrawBufferMask[0] = BUFFER_BIT_FRONT_LEFT;
142 fb->ColorReadBuffer = GL_FRONT;
143 fb->_ColorReadBufferIndex = BUFFER_FRONT_LEFT;
144 }
145
146 fb->Delete = _mesa_destroy_framebuffer;
147 fb->_Status = GL_FRAMEBUFFER_COMPLETE_EXT;
148
149 compute_depth_max(fb);
150 }
151
152
153 /**
154 * Deallocate buffer and everything attached to it.
155 * Typically called via the gl_framebuffer->Delete() method.
156 */
157 void
158 _mesa_destroy_framebuffer(struct gl_framebuffer *fb)
159 {
160 if (fb) {
161 _mesa_free_framebuffer_data(fb);
162 FREE(fb);
163 }
164 }
165
166
167 /**
168 * Free all the data hanging off the given gl_framebuffer, but don't free
169 * the gl_framebuffer object itself.
170 */
171 void
172 _mesa_free_framebuffer_data(struct gl_framebuffer *fb)
173 {
174 GLuint i;
175
176 assert(fb);
177
178 for (i = 0; i < BUFFER_COUNT; i++) {
179 struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
180 if (att->Type == GL_RENDERBUFFER_EXT && att->Renderbuffer) {
181 struct gl_renderbuffer *rb = att->Renderbuffer;
182 rb->RefCount--;
183 if (rb->RefCount == 0) {
184 rb->Delete(rb);
185 }
186 }
187 att->Type = GL_NONE;
188 att->Renderbuffer = NULL;
189 }
190 }
191
192
193 /**
194 * Resize the given framebuffer's renderbuffers to the new width and height.
195 * This should only be used for window-system framebuffers, not
196 * user-created renderbuffers (i.e. made with GL_EXT_framebuffer_object).
197 * This will typically be called via ctx->Driver.ResizeBuffers()
198 */
199 void
200 _mesa_resize_framebuffer(GLcontext *ctx, struct gl_framebuffer *fb,
201 GLuint width, GLuint height)
202 {
203 GLuint i;
204
205 /* For window system framebuffers, Name is zero */
206 assert(fb->Name == 0);
207
208 for (i = 0; i < BUFFER_COUNT; i++) {
209 struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
210 if (att->Type == GL_RENDERBUFFER_EXT && att->Renderbuffer) {
211 struct gl_renderbuffer *rb = att->Renderbuffer;
212 /* only resize if size is changing */
213 if (rb->Width != width || rb->Height != height) {
214 if (rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height)) {
215 rb->Width = width;
216 rb->Height = height;
217 }
218 else {
219 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Resizing framebuffer");
220 }
221 }
222 }
223 }
224
225 fb->Width = width;
226 fb->Height = height;
227 }
228
229
230 /**
231 * Examine all the framebuffer's renderbuffers to update the Width/Height
232 * fields of the framebuffer. If we have renderbuffers with different
233 * sizes, set the framebuffer's width and height to zero.
234 * Note: this is only intended for user-created framebuffers, not
235 * window-system framebuffes.
236 */
237 static void
238 update_framebuffer_size(struct gl_framebuffer *fb)
239 {
240 GLboolean haveSize = GL_FALSE;
241 GLuint i;
242
243 /* user-created framebuffers only */
244 assert(fb->Name);
245
246 for (i = 0; i < BUFFER_COUNT; i++) {
247 struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
248 const struct gl_renderbuffer *rb = att->Renderbuffer;
249 if (rb) {
250 if (haveSize) {
251 if (rb->Width != fb->Width && rb->Height != fb->Height) {
252 /* size mismatch! */
253 fb->Width = 0;
254 fb->Height = 0;
255 return;
256 }
257 }
258 else {
259 fb->Width = rb->Width;
260 fb->Height = rb->Height;
261 haveSize = GL_TRUE;
262 }
263 }
264 }
265 }
266
267
268 /**
269 * Update the context's current drawing buffer's Xmin, Xmax, Ymin, Ymax fields.
270 * These values are computed from the buffer's width and height and
271 * the scissor box, if it's enabled.
272 * \param ctx the GL context.
273 */
274 void
275 _mesa_update_draw_buffer_bounds(GLcontext *ctx)
276 {
277 struct gl_framebuffer *buffer = ctx->DrawBuffer;
278
279 if (buffer->Name) {
280 /* user-created framebuffer size depends on the renderbuffers */
281 update_framebuffer_size(buffer);
282 }
283
284 buffer->_Xmin = 0;
285 buffer->_Ymin = 0;
286 buffer->_Xmax = buffer->Width;
287 buffer->_Ymax = buffer->Height;
288
289 if (ctx->Scissor.Enabled) {
290 if (ctx->Scissor.X > buffer->_Xmin) {
291 buffer->_Xmin = ctx->Scissor.X;
292 }
293 if (ctx->Scissor.Y > buffer->_Ymin) {
294 buffer->_Ymin = ctx->Scissor.Y;
295 }
296 if (ctx->Scissor.X + ctx->Scissor.Width < buffer->_Xmax) {
297 buffer->_Xmax = ctx->Scissor.X + ctx->Scissor.Width;
298 }
299 if (ctx->Scissor.Y + ctx->Scissor.Height < buffer->_Ymax) {
300 buffer->_Ymax = ctx->Scissor.Y + ctx->Scissor.Height;
301 }
302 /* finally, check for empty region */
303 if (buffer->_Xmin > buffer->_Xmax) {
304 buffer->_Xmin = buffer->_Xmax;
305 }
306 if (buffer->_Ymin > buffer->_Ymax) {
307 buffer->_Ymin = buffer->_Ymax;
308 }
309 }
310
311 ASSERT(buffer->_Xmin <= buffer->_Xmax);
312 ASSERT(buffer->_Ymin <= buffer->_Ymax);
313 }
314
315
316 /**
317 * The glGet queries of the framebuffer red/green/blue size, stencil size,
318 * etc. are satisfied by the fields of ctx->DrawBuffer->Visual. These can
319 * change depending on the renderbuffer bindings. This function updates
320 * the given framebuffer's Visual from the current renderbuffer bindings.
321 * This is only intended for user-created framebuffers.
322 */
323 void
324 _mesa_update_framebuffer_visual(struct gl_framebuffer *fb)
325 {
326 assert(fb->Name != 0);
327
328 _mesa_bzero(&fb->Visual, sizeof(fb->Visual));
329 fb->Visual.rgbMode = GL_TRUE;
330
331 if (fb->Attachment[BUFFER_FRONT_LEFT].Renderbuffer) {
332 fb->Visual.redBits
333 = fb->Attachment[BUFFER_FRONT_LEFT].Renderbuffer->RedBits;
334 fb->Visual.greenBits
335 = fb->Attachment[BUFFER_FRONT_LEFT].Renderbuffer->GreenBits;
336 fb->Visual.blueBits
337 = fb->Attachment[BUFFER_FRONT_LEFT].Renderbuffer->BlueBits;
338 fb->Visual.alphaBits
339 = fb->Attachment[BUFFER_FRONT_LEFT].Renderbuffer->AlphaBits;
340 fb->Visual.rgbBits
341 = fb->Visual.redBits + fb->Visual.greenBits + fb->Visual.blueBits;
342 fb->Visual.floatMode = GL_FALSE;
343 }
344
345 if (fb->Attachment[BUFFER_DEPTH].Renderbuffer) {
346 fb->Visual.haveDepthBuffer = GL_TRUE;
347 fb->Visual.depthBits
348 = fb->Attachment[BUFFER_DEPTH].Renderbuffer->DepthBits;
349 }
350
351 if (fb->Attachment[BUFFER_STENCIL].Renderbuffer) {
352 fb->Visual.haveStencilBuffer = GL_TRUE;
353 fb->Visual.stencilBits
354 = fb->Attachment[BUFFER_STENCIL].Renderbuffer->StencilBits;
355 }
356
357 compute_depth_max(fb);
358 }
359
360
361 /**
362 * Update state related to the current draw/read framebuffers.
363 * Specifically, update these framebuffer fields:
364 * _ColorDrawBuffers
365 * _NumColorDrawBuffers
366 * _ColorReadBuffer
367 * If the current framebuffer is user-created, make sure it's complete.
368 * The following functions can effect this state: glReadBuffer,
369 * glDrawBuffer, glDrawBuffersARB, glFramebufferRenderbufferEXT.
370 */
371 void
372 _mesa_update_framebuffer(GLcontext *ctx)
373 {
374 struct gl_framebuffer *fb = ctx->DrawBuffer;
375 GLuint output;
376
377 /* Completeness only matters for user-created framebuffers */
378 if (fb->Name != 0)
379 _mesa_test_framebuffer_completeness(ctx, fb);
380
381 /*
382 * Update the list of color drawing renderbuffer pointers.
383 * Later, when we're rendering we'll loop from 0 to _NumColorDrawBuffers
384 * writing colors. We need the inner loop here because
385 * glDrawBuffer(GL_FRONT_AND_BACK) can specify writing to two or four
386 * color buffers (for example).
387 */
388 for (output = 0; output < ctx->Const.MaxDrawBuffers; output++) {
389 GLbitfield bufferMask = fb->_ColorDrawBufferMask[output];
390 GLuint count = 0;
391 GLuint i;
392 for (i = 0; bufferMask && i < BUFFER_COUNT; i++) {
393 const GLuint bufferBit = 1 << i;
394 if (bufferBit & bufferMask) {
395 struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer;
396 if (rb) {
397 fb->_ColorDrawBuffers[output][count] = rb;
398 count++;
399 }
400 else {
401 _mesa_warning(ctx, "DrawBuffer names a missing buffer!");
402 }
403 bufferMask &= ~bufferBit;
404 }
405 }
406 fb->_NumColorDrawBuffers[output] = count;
407 }
408
409 /*
410 * Update the color read renderbuffer pointer.
411 * Unlike the DrawBuffer, we can only read from one (or zero) color buffers.
412 */
413 if (fb->_ColorReadBufferIndex == -1) {
414 fb->_ColorReadBuffer = NULL; /* legal! */
415 }
416 else {
417 ASSERT(fb->_ColorReadBufferIndex >= 0);
418 ASSERT(fb->_ColorReadBufferIndex < BUFFER_COUNT);
419 fb->_ColorReadBuffer
420 = fb->Attachment[fb->_ColorReadBufferIndex].Renderbuffer;
421 }
422 compute_depth_max(fb);
423 }