swrast: fix span color type selection
[mesa.git] / src / mesa / swrast / s_renderbuffer.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 6.5
4 *
5 * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25
26 /**
27 * Functions for allocating/managing software-based renderbuffers.
28 * Also, routines for reading/writing software-based renderbuffer data as
29 * ubytes, ushorts, uints, etc.
30 */
31
32
33 #include "main/glheader.h"
34 #include "main/imports.h"
35 #include "main/context.h"
36 #include "main/fbobject.h"
37 #include "main/formats.h"
38 #include "main/mtypes.h"
39 #include "main/renderbuffer.h"
40 #include "swrast/s_context.h"
41 #include "swrast/s_renderbuffer.h"
42
43
44 /**
45 * This is a software fallback for the gl_renderbuffer->AllocStorage
46 * function.
47 * Device drivers will typically override this function for the buffers
48 * which it manages (typically color buffers, Z and stencil).
49 * Other buffers (like software accumulation and aux buffers) which the driver
50 * doesn't manage can be handled with this function.
51 *
52 * This one multi-purpose function can allocate stencil, depth, accum, color
53 * or color-index buffers!
54 */
55 static GLboolean
56 soft_renderbuffer_storage(struct gl_context *ctx, struct gl_renderbuffer *rb,
57 GLenum internalFormat,
58 GLuint width, GLuint height)
59 {
60 struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
61 GLuint bpp;
62
63 switch (internalFormat) {
64 case GL_RGB:
65 case GL_R3_G3_B2:
66 case GL_RGB4:
67 case GL_RGB5:
68 case GL_RGB8:
69 case GL_RGB10:
70 case GL_RGB12:
71 case GL_RGB16:
72 rb->Format = MESA_FORMAT_RGB888;
73 break;
74 case GL_RGBA:
75 case GL_RGBA2:
76 case GL_RGBA4:
77 case GL_RGB5_A1:
78 case GL_RGBA8:
79 #if 1
80 case GL_RGB10_A2:
81 case GL_RGBA12:
82 #endif
83 if (_mesa_little_endian())
84 rb->Format = MESA_FORMAT_RGBA8888_REV;
85 else
86 rb->Format = MESA_FORMAT_RGBA8888;
87 break;
88 case GL_RGBA16:
89 case GL_RGBA16_SNORM:
90 /* for accum buffer */
91 rb->Format = MESA_FORMAT_SIGNED_RGBA_16;
92 break;
93 case GL_STENCIL_INDEX:
94 case GL_STENCIL_INDEX1_EXT:
95 case GL_STENCIL_INDEX4_EXT:
96 case GL_STENCIL_INDEX8_EXT:
97 case GL_STENCIL_INDEX16_EXT:
98 rb->Format = MESA_FORMAT_S8;
99 break;
100 case GL_DEPTH_COMPONENT:
101 case GL_DEPTH_COMPONENT16:
102 rb->Format = MESA_FORMAT_Z16;
103 break;
104 case GL_DEPTH_COMPONENT24:
105 rb->Format = MESA_FORMAT_X8_Z24;
106 break;
107 case GL_DEPTH_COMPONENT32:
108 rb->Format = MESA_FORMAT_Z32;
109 break;
110 case GL_DEPTH_STENCIL_EXT:
111 case GL_DEPTH24_STENCIL8_EXT:
112 rb->Format = MESA_FORMAT_Z24_S8;
113 break;
114 default:
115 /* unsupported format */
116 return GL_FALSE;
117 }
118
119 bpp = _mesa_get_format_bytes(rb->Format);
120
121 /* free old buffer storage */
122 if (srb->Buffer) {
123 free(srb->Buffer);
124 srb->Buffer = NULL;
125 }
126
127 srb->RowStride = width * bpp;
128
129 if (width > 0 && height > 0) {
130 /* allocate new buffer storage */
131 srb->Buffer = malloc(srb->RowStride * height);
132
133 if (srb->Buffer == NULL) {
134 rb->Width = 0;
135 rb->Height = 0;
136 _mesa_error(ctx, GL_OUT_OF_MEMORY,
137 "software renderbuffer allocation (%d x %d x %d)",
138 width, height, bpp);
139 return GL_FALSE;
140 }
141 }
142
143 rb->Width = width;
144 rb->Height = height;
145 rb->_BaseFormat = _mesa_base_fbo_format(ctx, internalFormat);
146
147 if (rb->Name == 0 &&
148 internalFormat == GL_RGBA16_SNORM &&
149 rb->_BaseFormat == 0) {
150 /* NOTE: This is a special case just for accumulation buffers.
151 * This is a very limited use case- there's no snorm texturing or
152 * rendering going on.
153 */
154 rb->_BaseFormat = GL_RGBA;
155 }
156 else {
157 /* the internalFormat should have been error checked long ago */
158 ASSERT(rb->_BaseFormat);
159 }
160
161 return GL_TRUE;
162 }
163
164
165 /**
166 * Called via gl_renderbuffer::Delete()
167 */
168 static void
169 soft_renderbuffer_delete(struct gl_renderbuffer *rb)
170 {
171 struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
172
173 if (srb->Buffer) {
174 free(srb->Buffer);
175 srb->Buffer = NULL;
176 }
177 free(srb);
178 }
179
180
181 void
182 _swrast_map_soft_renderbuffer(struct gl_context *ctx,
183 struct gl_renderbuffer *rb,
184 GLuint x, GLuint y, GLuint w, GLuint h,
185 GLbitfield mode,
186 GLubyte **out_map,
187 GLint *out_stride)
188 {
189 struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
190 GLubyte *map = srb->Buffer;
191 int cpp = _mesa_get_format_bytes(rb->Format);
192 int stride = rb->Width * cpp;
193
194 if (!map) {
195 *out_map = NULL;
196 *out_stride = 0;
197 }
198
199 map += y * stride;
200 map += x * cpp;
201
202 *out_map = map;
203 *out_stride = stride;
204 }
205
206
207 void
208 _swrast_unmap_soft_renderbuffer(struct gl_context *ctx,
209 struct gl_renderbuffer *rb)
210 {
211 }
212
213
214
215 /**
216 * Allocate a software-based renderbuffer. This is called via the
217 * ctx->Driver.NewRenderbuffer() function when the user creates a new
218 * renderbuffer.
219 * This would not be used for hardware-based renderbuffers.
220 */
221 struct gl_renderbuffer *
222 _swrast_new_soft_renderbuffer(struct gl_context *ctx, GLuint name)
223 {
224 struct swrast_renderbuffer *srb = CALLOC_STRUCT(swrast_renderbuffer);
225 if (srb) {
226 _mesa_init_renderbuffer(&srb->Base, name);
227 srb->Base.AllocStorage = soft_renderbuffer_storage;
228 srb->Base.Delete = soft_renderbuffer_delete;
229 }
230 return &srb->Base;
231 }
232
233
234 /**
235 * Add software-based color renderbuffers to the given framebuffer.
236 * This is a helper routine for device drivers when creating a
237 * window system framebuffer (not a user-created render/framebuffer).
238 * Once this function is called, you can basically forget about this
239 * renderbuffer; core Mesa will handle all the buffer management and
240 * rendering!
241 */
242 static GLboolean
243 add_color_renderbuffers(struct gl_context *ctx, struct gl_framebuffer *fb,
244 GLuint rgbBits, GLuint alphaBits,
245 GLboolean frontLeft, GLboolean backLeft,
246 GLboolean frontRight, GLboolean backRight)
247 {
248 gl_buffer_index b;
249
250 if (rgbBits > 16 || alphaBits > 16) {
251 _mesa_problem(ctx,
252 "Unsupported bit depth in add_color_renderbuffers");
253 return GL_FALSE;
254 }
255
256 assert(MAX_COLOR_ATTACHMENTS >= 4);
257
258 for (b = BUFFER_FRONT_LEFT; b <= BUFFER_BACK_RIGHT; b++) {
259 struct gl_renderbuffer *rb;
260
261 if (b == BUFFER_FRONT_LEFT && !frontLeft)
262 continue;
263 else if (b == BUFFER_BACK_LEFT && !backLeft)
264 continue;
265 else if (b == BUFFER_FRONT_RIGHT && !frontRight)
266 continue;
267 else if (b == BUFFER_BACK_RIGHT && !backRight)
268 continue;
269
270 assert(fb->Attachment[b].Renderbuffer == NULL);
271
272 rb = ctx->Driver.NewRenderbuffer(ctx, 0);
273 if (!rb) {
274 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating color buffer");
275 return GL_FALSE;
276 }
277
278 rb->InternalFormat = GL_RGBA;
279
280 rb->AllocStorage = soft_renderbuffer_storage;
281 _mesa_add_renderbuffer(fb, b, rb);
282 }
283
284 return GL_TRUE;
285 }
286
287
288 /**
289 * Add a software-based depth renderbuffer to the given framebuffer.
290 * This is a helper routine for device drivers when creating a
291 * window system framebuffer (not a user-created render/framebuffer).
292 * Once this function is called, you can basically forget about this
293 * renderbuffer; core Mesa will handle all the buffer management and
294 * rendering!
295 */
296 static GLboolean
297 add_depth_renderbuffer(struct gl_context *ctx, struct gl_framebuffer *fb,
298 GLuint depthBits)
299 {
300 struct gl_renderbuffer *rb;
301
302 if (depthBits > 32) {
303 _mesa_problem(ctx,
304 "Unsupported depthBits in add_depth_renderbuffer");
305 return GL_FALSE;
306 }
307
308 assert(fb->Attachment[BUFFER_DEPTH].Renderbuffer == NULL);
309
310 rb = _swrast_new_soft_renderbuffer(ctx, 0);
311 if (!rb) {
312 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating depth buffer");
313 return GL_FALSE;
314 }
315
316 if (depthBits <= 16) {
317 rb->InternalFormat = GL_DEPTH_COMPONENT16;
318 }
319 else if (depthBits <= 24) {
320 rb->InternalFormat = GL_DEPTH_COMPONENT24;
321 }
322 else {
323 rb->InternalFormat = GL_DEPTH_COMPONENT32;
324 }
325
326 rb->AllocStorage = soft_renderbuffer_storage;
327 _mesa_add_renderbuffer(fb, BUFFER_DEPTH, rb);
328
329 return GL_TRUE;
330 }
331
332
333 /**
334 * Add a software-based stencil renderbuffer to the given framebuffer.
335 * This is a helper routine for device drivers when creating a
336 * window system framebuffer (not a user-created render/framebuffer).
337 * Once this function is called, you can basically forget about this
338 * renderbuffer; core Mesa will handle all the buffer management and
339 * rendering!
340 */
341 static GLboolean
342 add_stencil_renderbuffer(struct gl_context *ctx, struct gl_framebuffer *fb,
343 GLuint stencilBits)
344 {
345 struct gl_renderbuffer *rb;
346
347 if (stencilBits > 16) {
348 _mesa_problem(ctx,
349 "Unsupported stencilBits in add_stencil_renderbuffer");
350 return GL_FALSE;
351 }
352
353 assert(fb->Attachment[BUFFER_STENCIL].Renderbuffer == NULL);
354
355 rb = _swrast_new_soft_renderbuffer(ctx, 0);
356 if (!rb) {
357 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating stencil buffer");
358 return GL_FALSE;
359 }
360
361 assert(stencilBits <= 8);
362 rb->InternalFormat = GL_STENCIL_INDEX8;
363
364 rb->AllocStorage = soft_renderbuffer_storage;
365 _mesa_add_renderbuffer(fb, BUFFER_STENCIL, rb);
366
367 return GL_TRUE;
368 }
369
370
371 static GLboolean
372 add_depth_stencil_renderbuffer(struct gl_context *ctx,
373 struct gl_framebuffer *fb)
374 {
375 struct gl_renderbuffer *rb;
376
377 assert(fb->Attachment[BUFFER_DEPTH].Renderbuffer == NULL);
378 assert(fb->Attachment[BUFFER_STENCIL].Renderbuffer == NULL);
379
380 rb = _swrast_new_soft_renderbuffer(ctx, 0);
381 if (!rb) {
382 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating depth+stencil buffer");
383 return GL_FALSE;
384 }
385
386 rb->InternalFormat = GL_DEPTH_STENCIL;
387
388 rb->AllocStorage = soft_renderbuffer_storage;
389 _mesa_add_renderbuffer(fb, BUFFER_DEPTH, rb);
390 _mesa_add_renderbuffer(fb, BUFFER_STENCIL, rb);
391
392 return GL_TRUE;
393 }
394
395
396 /**
397 * Add a software-based accumulation renderbuffer to the given framebuffer.
398 * This is a helper routine for device drivers when creating a
399 * window system framebuffer (not a user-created render/framebuffer).
400 * Once this function is called, you can basically forget about this
401 * renderbuffer; core Mesa will handle all the buffer management and
402 * rendering!
403 */
404 static GLboolean
405 add_accum_renderbuffer(struct gl_context *ctx, struct gl_framebuffer *fb,
406 GLuint redBits, GLuint greenBits,
407 GLuint blueBits, GLuint alphaBits)
408 {
409 struct gl_renderbuffer *rb;
410
411 if (redBits > 16 || greenBits > 16 || blueBits > 16 || alphaBits > 16) {
412 _mesa_problem(ctx,
413 "Unsupported accumBits in add_accum_renderbuffer");
414 return GL_FALSE;
415 }
416
417 assert(fb->Attachment[BUFFER_ACCUM].Renderbuffer == NULL);
418
419 rb = _swrast_new_soft_renderbuffer(ctx, 0);
420 if (!rb) {
421 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating accum buffer");
422 return GL_FALSE;
423 }
424
425 rb->InternalFormat = GL_RGBA16_SNORM;
426 rb->AllocStorage = soft_renderbuffer_storage;
427 _mesa_add_renderbuffer(fb, BUFFER_ACCUM, rb);
428
429 return GL_TRUE;
430 }
431
432
433
434 /**
435 * Add a software-based aux renderbuffer to the given framebuffer.
436 * This is a helper routine for device drivers when creating a
437 * window system framebuffer (not a user-created render/framebuffer).
438 * Once this function is called, you can basically forget about this
439 * renderbuffer; core Mesa will handle all the buffer management and
440 * rendering!
441 *
442 * NOTE: color-index aux buffers not supported.
443 */
444 static GLboolean
445 add_aux_renderbuffers(struct gl_context *ctx, struct gl_framebuffer *fb,
446 GLuint colorBits, GLuint numBuffers)
447 {
448 GLuint i;
449
450 if (colorBits > 16) {
451 _mesa_problem(ctx,
452 "Unsupported colorBits in add_aux_renderbuffers");
453 return GL_FALSE;
454 }
455
456 assert(numBuffers <= MAX_AUX_BUFFERS);
457
458 for (i = 0; i < numBuffers; i++) {
459 struct gl_renderbuffer *rb = _swrast_new_soft_renderbuffer(ctx, 0);
460
461 assert(fb->Attachment[BUFFER_AUX0 + i].Renderbuffer == NULL);
462
463 if (!rb) {
464 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating aux buffer");
465 return GL_FALSE;
466 }
467
468 assert (colorBits <= 8);
469 rb->InternalFormat = GL_RGBA;
470
471 rb->AllocStorage = soft_renderbuffer_storage;
472 _mesa_add_renderbuffer(fb, BUFFER_AUX0 + i, rb);
473 }
474 return GL_TRUE;
475 }
476
477
478 /**
479 * Create/attach software-based renderbuffers to the given framebuffer.
480 * This is a helper routine for device drivers. Drivers can just as well
481 * call the individual _mesa_add_*_renderbuffer() routines directly.
482 */
483 void
484 _swrast_add_soft_renderbuffers(struct gl_framebuffer *fb,
485 GLboolean color,
486 GLboolean depth,
487 GLboolean stencil,
488 GLboolean accum,
489 GLboolean alpha,
490 GLboolean aux)
491 {
492 GLboolean frontLeft = GL_TRUE;
493 GLboolean backLeft = fb->Visual.doubleBufferMode;
494 GLboolean frontRight = fb->Visual.stereoMode;
495 GLboolean backRight = fb->Visual.stereoMode && fb->Visual.doubleBufferMode;
496
497 if (color) {
498 assert(fb->Visual.redBits == fb->Visual.greenBits);
499 assert(fb->Visual.redBits == fb->Visual.blueBits);
500 add_color_renderbuffers(NULL, fb,
501 fb->Visual.redBits,
502 fb->Visual.alphaBits,
503 frontLeft, backLeft,
504 frontRight, backRight);
505 }
506
507 #if 0
508 /* This is pretty much for debugging purposes only since there's a perf
509 * hit for using combined depth/stencil in swrast.
510 */
511 if (depth && fb->Visual.depthBits == 24 &&
512 stencil && fb->Visual.stencilBits == 8) {
513 /* use combined depth/stencil buffer */
514 add_depth_stencil_renderbuffer(NULL, fb);
515 }
516 else
517 #else
518 (void) add_depth_stencil_renderbuffer;
519 #endif
520 {
521 if (depth) {
522 assert(fb->Visual.depthBits > 0);
523 add_depth_renderbuffer(NULL, fb, fb->Visual.depthBits);
524 }
525
526 if (stencil) {
527 assert(fb->Visual.stencilBits > 0);
528 add_stencil_renderbuffer(NULL, fb, fb->Visual.stencilBits);
529 }
530 }
531
532 if (accum) {
533 assert(fb->Visual.accumRedBits > 0);
534 assert(fb->Visual.accumGreenBits > 0);
535 assert(fb->Visual.accumBlueBits > 0);
536 add_accum_renderbuffer(NULL, fb,
537 fb->Visual.accumRedBits,
538 fb->Visual.accumGreenBits,
539 fb->Visual.accumBlueBits,
540 fb->Visual.accumAlphaBits);
541 }
542
543 if (aux) {
544 assert(fb->Visual.numAuxBuffers > 0);
545 add_aux_renderbuffers(NULL, fb, fb->Visual.redBits,
546 fb->Visual.numAuxBuffers);
547 }
548
549 #if 0
550 if (multisample) {
551 /* maybe someday */
552 }
553 #endif
554 }
555
556
557
558 static void
559 map_attachment(struct gl_context *ctx,
560 struct gl_framebuffer *fb,
561 gl_buffer_index buffer)
562 {
563 struct gl_texture_object *texObj = fb->Attachment[buffer].Texture;
564 struct gl_renderbuffer *rb = fb->Attachment[buffer].Renderbuffer;
565 struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
566
567 if (texObj) {
568 /* map texture image (render to texture) */
569 const GLuint level = fb->Attachment[buffer].TextureLevel;
570 const GLuint face = fb->Attachment[buffer].CubeMapFace;
571 const GLuint slice = fb->Attachment[buffer].Zoffset;
572 struct gl_texture_image *texImage = texObj->Image[face][level];
573 if (texImage) {
574 ctx->Driver.MapTextureImage(ctx, texImage, slice,
575 0, 0, texImage->Width, texImage->Height,
576 GL_MAP_READ_BIT | GL_MAP_WRITE_BIT,
577 &srb->Map, &srb->RowStride);
578 }
579 }
580 else if (rb) {
581 /* Map ordinary renderbuffer */
582 ctx->Driver.MapRenderbuffer(ctx, rb,
583 0, 0, rb->Width, rb->Height,
584 GL_MAP_READ_BIT | GL_MAP_WRITE_BIT,
585 &srb->Map, &srb->RowStride);
586 }
587
588 assert(srb->Map);
589 }
590
591
592 static void
593 unmap_attachment(struct gl_context *ctx,
594 struct gl_framebuffer *fb,
595 gl_buffer_index buffer)
596 {
597 struct gl_texture_object *texObj = fb->Attachment[buffer].Texture;
598 struct gl_renderbuffer *rb = fb->Attachment[buffer].Renderbuffer;
599 struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
600
601 if (texObj) {
602 /* unmap texture image (render to texture) */
603 const GLuint level = fb->Attachment[buffer].TextureLevel;
604 const GLuint face = fb->Attachment[buffer].CubeMapFace;
605 const GLuint slice = fb->Attachment[buffer].Zoffset;
606 struct gl_texture_image *texImage = texObj->Image[face][level];
607 if (texImage) {
608 ctx->Driver.UnmapTextureImage(ctx, texImage, slice);
609 }
610 }
611 else if (rb) {
612 /* unmap ordinary renderbuffer */
613 ctx->Driver.UnmapRenderbuffer(ctx, rb);
614 }
615
616 srb->Map = NULL;
617 }
618
619
620 /**
621 * Determine what type to use (ubyte vs. float) for span colors for the
622 * given renderbuffer.
623 * See also _swrast_write_rgba_span().
624 */
625 static void
626 find_renderbuffer_colortype(struct gl_renderbuffer *rb)
627 {
628 struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
629 GLuint rbMaxBits = _mesa_get_format_max_bits(rb->Format);
630 GLenum rbDatatype = _mesa_get_format_datatype(rb->Format);
631
632 if (rbDatatype == GL_UNSIGNED_NORMALIZED && rbMaxBits <= 8) {
633 /* the buffer's values fit in GLubyte values */
634 srb->ColorType = GL_UNSIGNED_BYTE;
635 }
636 else {
637 /* use floats otherwise */
638 srb->ColorType = GL_FLOAT;
639 }
640 }
641
642
643 /**
644 * Map the renderbuffers we'll use for tri/line/point rendering.
645 */
646 void
647 _swrast_map_renderbuffers(struct gl_context *ctx)
648 {
649 struct gl_framebuffer *fb = ctx->DrawBuffer;
650 struct gl_renderbuffer *depthRb, *stencilRb;
651 GLuint buf;
652
653 depthRb = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
654 if (depthRb) {
655 /* map depth buffer */
656 map_attachment(ctx, fb, BUFFER_DEPTH);
657 }
658
659 stencilRb = fb->Attachment[BUFFER_STENCIL].Renderbuffer;
660 if (stencilRb && stencilRb != depthRb) {
661 /* map stencil buffer */
662 map_attachment(ctx, fb, BUFFER_STENCIL);
663 }
664
665 for (buf = 0; buf < fb->_NumColorDrawBuffers; buf++) {
666 map_attachment(ctx, fb, fb->_ColorDrawBufferIndexes[buf]);
667 find_renderbuffer_colortype(fb->_ColorDrawBuffers[buf]);
668 }
669 }
670
671
672 /**
673 * Unmap renderbuffers after rendering.
674 */
675 void
676 _swrast_unmap_renderbuffers(struct gl_context *ctx)
677 {
678 struct gl_framebuffer *fb = ctx->DrawBuffer;
679 struct gl_renderbuffer *depthRb, *stencilRb;
680 GLuint buf;
681
682 depthRb = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
683 if (depthRb) {
684 /* map depth buffer */
685 unmap_attachment(ctx, fb, BUFFER_DEPTH);
686 }
687
688 stencilRb = fb->Attachment[BUFFER_STENCIL].Renderbuffer;
689 if (stencilRb && stencilRb != depthRb) {
690 /* map stencil buffer */
691 unmap_attachment(ctx, fb, BUFFER_STENCIL);
692 }
693
694 for (buf = 0; buf < fb->_NumColorDrawBuffers; buf++) {
695 unmap_attachment(ctx, fb, fb->_ColorDrawBufferIndexes[buf]);
696 }
697 }