#include "imports.h"
#include "buffers.h"
#include "context.h"
-#include "depthstencil.h"
#include "enums.h"
#include "formats.h"
#include "macros.h"
ASSERT(!att->Texture);
att->Type = GL_NONE;
}
-
- /* unbind _Depth/_StencilBuffer to decr ref counts */
- _mesa_reference_renderbuffer(&fb->_DepthBuffer, NULL);
- _mesa_reference_renderbuffer(&fb->_StencilBuffer, NULL);
}
* and return early.
*/
- /* For window system framebuffers, Name is zero */
- assert(fb->Name == 0);
+ /* Can only resize win-sys framebuffer objects */
+ assert(_mesa_is_winsys_fbo(fb));
for (i = 0; i < BUFFER_COUNT; i++) {
struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
}
}
- if (fb->_DepthBuffer) {
- struct gl_renderbuffer *rb = fb->_DepthBuffer;
- if (rb->Width != width || rb->Height != height) {
- if (!rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height)) {
- _mesa_error(ctx, GL_OUT_OF_MEMORY, "Resizing framebuffer");
- }
- }
- }
-
- if (fb->_StencilBuffer) {
- struct gl_renderbuffer *rb = fb->_StencilBuffer;
- if (rb->Width != width || rb->Height != height) {
- if (!rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height)) {
- _mesa_error(ctx, GL_OUT_OF_MEMORY, "Resizing framebuffer");
- }
- }
- }
-
fb->Width = width;
fb->Height = height;
GLuint newWidth, newHeight;
struct gl_framebuffer *buffer = ctx->WinSysDrawBuffer;
- assert(buffer->Name == 0);
+ assert(_mesa_is_winsys_fbo(buffer));
/* ask device driver for size of output buffer */
ctx->Driver.GetBufferSize( buffer, &newWidth, &newHeight );
GLuint newWidth, newHeight;
struct gl_framebuffer *buffer = ctx->WinSysReadBuffer;
- assert(buffer->Name == 0);
+ assert(_mesa_is_winsys_fbo(buffer));
/* ask device driver for size of read buffer */
ctx->Driver.GetBufferSize( buffer, &newWidth, &newHeight );
GLuint i;
/* user-created framebuffers only */
- assert(fb->Name);
+ assert(_mesa_is_user_fbo(fb));
for (i = 0; i < BUFFER_COUNT; i++) {
struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
if (!buffer)
return;
- if (buffer->Name) {
+ if (_mesa_is_user_fbo(buffer)) {
/* user-created framebuffer size depends on the renderbuffers */
update_framebuffer_size(ctx, buffer);
}
const GLenum baseFormat = _mesa_get_format_base_format(rb->Format);
const gl_format fmt = rb->Format;
+ /* Grab samples and sampleBuffers from any attachment point (assuming
+ * the framebuffer is complete, we'll get the same answer from all
+ * attachments).
+ */
+ fb->Visual.samples = rb->NumSamples;
+ fb->Visual.sampleBuffers = rb->NumSamples > 0 ? 1 : 0;
+
if (_mesa_is_legal_color_format(ctx, baseFormat)) {
fb->Visual.redBits = _mesa_get_format_bits(fmt, GL_RED_BITS);
fb->Visual.greenBits = _mesa_get_format_bits(fmt, GL_GREEN_BITS);
fb->Visual.alphaBits = _mesa_get_format_bits(fmt, GL_ALPHA_BITS);
fb->Visual.rgbBits = fb->Visual.redBits
+ fb->Visual.greenBits + fb->Visual.blueBits;
- fb->Visual.samples = rb->NumSamples;
- fb->Visual.sampleBuffers = rb->NumSamples > 0 ? 1 : 0;
if (_mesa_get_format_color_encoding(fmt) == GL_SRGB)
- fb->Visual.sRGBCapable = ctx->Const.sRGBCapable;
+ fb->Visual.sRGBCapable = ctx->Extensions.EXT_framebuffer_sRGB;
break;
}
}
}
-/**
- * Update the framebuffer's _DepthBuffer field using the renderbuffer
- * found at the given attachment index.
- *
- * If that attachment points to a combined GL_DEPTH_STENCIL renderbuffer,
- * create and install a depth wrapper/adaptor.
- *
- * \param fb the framebuffer whose _DepthBuffer field to update
- */
-static void
-update_depth_buffer(struct gl_context *ctx, struct gl_framebuffer *fb)
-{
- struct gl_renderbuffer *depthRb =
- fb->Attachment[BUFFER_DEPTH].Renderbuffer;
-
- if (depthRb && _mesa_is_format_packed_depth_stencil(depthRb->Format)) {
- /* The attached depth buffer is a GL_DEPTH_STENCIL renderbuffer */
- if (!fb->_DepthBuffer
- || fb->_DepthBuffer->Wrapped != depthRb
- || _mesa_get_format_base_format(fb->_DepthBuffer->Format) != GL_DEPTH_COMPONENT) {
- /* need to update wrapper */
- struct gl_renderbuffer *wrapper;
-
- if (depthRb->Format == MESA_FORMAT_Z32_FLOAT_X24S8) {
- wrapper = _mesa_new_z32f_renderbuffer_wrapper(ctx, depthRb);
- }
- else {
- wrapper = _mesa_new_z24_renderbuffer_wrapper(ctx, depthRb);
- }
- _mesa_reference_renderbuffer(&fb->_DepthBuffer, wrapper);
- ASSERT(fb->_DepthBuffer->Wrapped == depthRb);
- }
- }
- else {
- /* depthRb may be null */
- _mesa_reference_renderbuffer(&fb->_DepthBuffer, depthRb);
- }
-}
-
-
-/**
- * Update the framebuffer's _StencilBuffer field using the renderbuffer
- * found at the given attachment index.
- *
- * If that attachment points to a combined GL_DEPTH_STENCIL renderbuffer,
- * create and install a stencil wrapper/adaptor.
- *
- * \param fb the framebuffer whose _StencilBuffer field to update
- */
-static void
-update_stencil_buffer(struct gl_context *ctx, struct gl_framebuffer *fb)
-{
- struct gl_renderbuffer *stencilRb =
- fb->Attachment[BUFFER_STENCIL].Renderbuffer;
-
- if (stencilRb && _mesa_is_format_packed_depth_stencil(stencilRb->Format)) {
- /* The attached stencil buffer is a GL_DEPTH_STENCIL renderbuffer */
- if (!fb->_StencilBuffer
- || fb->_StencilBuffer->Wrapped != stencilRb
- || _mesa_get_format_base_format(fb->_StencilBuffer->Format) != GL_STENCIL_INDEX) {
- /* need to update wrapper */
- struct gl_renderbuffer *wrapper
- = _mesa_new_s8_renderbuffer_wrapper(ctx, stencilRb);
- _mesa_reference_renderbuffer(&fb->_StencilBuffer, wrapper);
- ASSERT(fb->_StencilBuffer->Wrapped == stencilRb);
- }
- }
- else {
- /* stencilRb may be null */
- _mesa_reference_renderbuffer(&fb->_StencilBuffer, stencilRb);
- }
-}
-
-
/*
* Example DrawBuffers scenarios:
*
* _ColorDrawBuffers
* _NumColorDrawBuffers
* _ColorReadBuffer
- * _DepthBuffer
- * _StencilBuffer
*
* If the framebuffer is user-created, make sure it's complete.
*
static void
update_framebuffer(struct gl_context *ctx, struct gl_framebuffer *fb)
{
- if (fb->Name == 0) {
+ if (_mesa_is_winsys_fbo(fb)) {
/* This is a window-system framebuffer */
/* Need to update the FB's GL_DRAW_BUFFER state to match the
* context state (GL_READ_BUFFER too).
*/
update_color_draw_buffers(ctx, fb);
update_color_read_buffer(ctx, fb);
- update_depth_buffer(ctx, fb);
- update_stencil_buffer(ctx, fb);
compute_depth_max(fb);
}
/**
* As above, but for drawing operations.
- * XXX could do some code merging w/ above function.
*/
GLboolean
_mesa_dest_buffer_exists(struct gl_context *ctx, GLenum format)