st/mesa: properly handle u_upload_alloc failure
[mesa.git] / src / mesa / state_tracker / st_atom_framebuffer.c
index 8ca4335e3307f2e90bf541a197635e6f417a57af..ae883a2535e32ad98931632d4e5b406de1cf67f7 100644 (file)
@@ -1,6 +1,6 @@
 /**************************************************************************
  * 
- * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * Copyright 2007 VMware, Inc.
  * All Rights Reserved.
  * 
  * Permission is hereby granted, free of charge, to any person obtaining a
@@ -18,7 +18,7 @@
  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
- * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
  * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
  * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
  * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 
  /*
   * Authors:
-  *   Keith Whitwell <keith@tungstengraphics.com>
+  *   Keith Whitwell <keithw@vmware.com>
   *   Brian Paul
   */
  
+#include <limits.h>
+
 #include "st_context.h"
 #include "st_atom.h"
+#include "st_cb_bitmap.h"
 #include "st_cb_fbo.h"
-#include "st_public.h"
 #include "st_texture.h"
 #include "pipe/p_context.h"
-#include "pipe/p_inlines.h"
 #include "cso_cache/cso_context.h"
-#include "util/u_rect.h"
 #include "util/u_math.h"
-
+#include "util/u_inlines.h"
+#include "util/u_format.h"
 
 
 /**
- * When doing GL render to texture, we have to be sure that finalize_texture()
- * didn't yank out the pipe_texture that we earlier created a surface for.
- * Check for that here and create a new surface if needed.
+ * Update framebuffer size.
+ *
+ * We need to derive pipe_framebuffer size from the bound pipe_surfaces here
+ * instead of copying gl_framebuffer size because for certain target types
+ * (like PIPE_TEXTURE_1D_ARRAY) gl_framebuffer::Height has the number of layers
+ * instead of 1.
  */
 static void
-update_renderbuffer_surface(struct st_context *st,
-                            struct st_renderbuffer *strb)
+update_framebuffer_size(struct pipe_framebuffer_state *framebuffer,
+                        struct pipe_surface *surface)
 {
-   struct pipe_screen *screen = st->pipe->screen;
-   struct pipe_texture *texture = strb->rtt->pt;
-   int rtt_width = strb->Base.Width;
-   int rtt_height = strb->Base.Height;
-
-   if (!strb->surface ||
-       strb->surface->texture != texture ||
-       strb->surface->width != rtt_width ||
-       strb->surface->height != rtt_height) {
-      GLuint level;
-      /* find matching mipmap level size */
-      for (level = 0; level <= texture->last_level; level++) {
-         if (u_minify(texture->width0, level) == rtt_width &&
-             u_minify(texture->height0, level) == rtt_height) {
-
-            pipe_surface_reference(&strb->surface, NULL);
-
-            strb->surface = screen->get_tex_surface(screen,
-                                              texture,
-                                              strb->rtt_face,
-                                              level,
-                                              strb->rtt_slice,
-                                              PIPE_BUFFER_USAGE_GPU_READ |
-                                              PIPE_BUFFER_USAGE_GPU_WRITE);
-#if 0
-            printf("-- alloc new surface %d x %d into tex %p\n",
-                   strb->surface->width, strb->surface->height,
-                   texture);
-#endif
-            break;
-         }
-      }
-   }
+   assert(surface);
+   assert(surface->width  < UINT_MAX);
+   assert(surface->height < UINT_MAX);
+   framebuffer->width  = MIN2(framebuffer->width,  surface->width);
+   framebuffer->height = MIN2(framebuffer->height, surface->height);
 }
 
 
@@ -100,85 +76,92 @@ update_framebuffer_state( struct st_context *st )
    struct st_renderbuffer *strb;
    GLuint i;
 
-   framebuffer->width = fb->Width;
-   framebuffer->height = fb->Height;
+   st_flush_bitmap_cache(st);
+
+   st->state.fb_orientation = st_fb_orientation(fb);
+   framebuffer->width  = UINT_MAX;
+   framebuffer->height = UINT_MAX;
 
    /*printf("------ fb size %d x %d\n", fb->Width, fb->Height);*/
 
    /* Examine Mesa's ctx->DrawBuffer->_ColorDrawBuffers state
     * to determine which surfaces to draw to
     */
-   framebuffer->nr_cbufs = 0;
+   framebuffer->nr_cbufs = fb->_NumColorDrawBuffers;
+
    for (i = 0; i < fb->_NumColorDrawBuffers; i++) {
+      pipe_surface_reference(&framebuffer->cbufs[i], NULL);
+
       strb = st_renderbuffer(fb->_ColorDrawBuffers[i]);
 
       if (strb) {
-         /*printf("--------- framebuffer surface rtt %p\n", strb->rtt);*/
-         if (strb->rtt) {
+         if (strb->is_rtt || (strb->texture &&
+             _mesa_get_format_color_encoding(strb->Base.Format) == GL_SRGB)) {
             /* rendering to a GL texture, may have to update surface */
-            update_renderbuffer_surface(st, strb);
+            st_update_renderbuffer_surface(st, strb);
          }
 
          if (strb->surface) {
-            pipe_surface_reference(&framebuffer->cbufs[framebuffer->nr_cbufs],
-                                   strb->surface);
-            framebuffer->nr_cbufs++;
+            pipe_surface_reference(&framebuffer->cbufs[i], strb->surface);
+            update_framebuffer_size(framebuffer, strb->surface);
          }
          strb->defined = GL_TRUE; /* we'll be drawing something */
       }
    }
+
    for (i = framebuffer->nr_cbufs; i < PIPE_MAX_COLOR_BUFS; i++) {
       pipe_surface_reference(&framebuffer->cbufs[i], NULL);
    }
 
+   /* Remove trailing GL_NONE draw buffers. */
+   while (framebuffer->nr_cbufs &&
+          !framebuffer->cbufs[framebuffer->nr_cbufs-1]) {
+      framebuffer->nr_cbufs--;
+   }
+
    /*
     * Depth/Stencil renderbuffer/surface.
     */
    strb = st_renderbuffer(fb->Attachment[BUFFER_DEPTH].Renderbuffer);
    if (strb) {
-      strb = st_renderbuffer(strb->Base.Wrapped);
-      if (strb->rtt) {
+      if (strb->is_rtt) {
          /* rendering to a GL texture, may have to update surface */
-         update_renderbuffer_surface(st, strb);
+         st_update_renderbuffer_surface(st, strb);
       }
       pipe_surface_reference(&framebuffer->zsbuf, strb->surface);
+      update_framebuffer_size(framebuffer, strb->surface);
    }
    else {
       strb = st_renderbuffer(fb->Attachment[BUFFER_STENCIL].Renderbuffer);
       if (strb) {
-         strb = st_renderbuffer(strb->Base.Wrapped);
-         assert(strb->surface);
+         if (strb->is_rtt) {
+            /* rendering to a GL texture, may have to update surface */
+            st_update_renderbuffer_surface(st, strb);
+         }
          pipe_surface_reference(&framebuffer->zsbuf, strb->surface);
+         update_framebuffer_size(framebuffer, strb->surface);
       }
       else
          pipe_surface_reference(&framebuffer->zsbuf, NULL);
    }
 
-   cso_set_framebuffer(st->cso_context, framebuffer);
-
-   if (fb->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT) {
-      if (st->frontbuffer_status == FRONT_STATUS_COPY_OF_BACK) {
-         /* copy back color buffer to front color buffer */
-         struct st_framebuffer *stfb = (struct st_framebuffer *) fb;
-        struct pipe_surface *surf_front, *surf_back;
-         (void) st_get_framebuffer_surface(stfb, ST_SURFACE_FRONT_LEFT, &surf_front);
-         (void) st_get_framebuffer_surface(stfb, ST_SURFACE_BACK_LEFT, &surf_back);
-
-         if (st->pipe->surface_copy) {
-            st->pipe->surface_copy(st->pipe,
-                                   surf_front, 0, 0,  /* dest */
-                                   surf_back, 0, 0,   /* src */
-                                   fb->Width, fb->Height);
-         } else {
-            util_surface_copy(st->pipe, FALSE,
-                              surf_front, 0, 0,
-                              surf_back, 0, 0,
-                              fb->Width, fb->Height);
-         }
-      }
-      /* we're assuming we'll really draw to the front buffer */
-      st->frontbuffer_status = FRONT_STATUS_DIRTY;
+#ifdef DEBUG
+   /* Make sure the resource binding flags were set properly */
+   for (i = 0; i < framebuffer->nr_cbufs; i++) {
+      assert(!framebuffer->cbufs[i] ||
+             framebuffer->cbufs[i]->texture->bind & PIPE_BIND_RENDER_TARGET);
+   }
+   if (framebuffer->zsbuf) {
+      assert(framebuffer->zsbuf->texture->bind & PIPE_BIND_DEPTH_STENCIL);
    }
+#endif
+
+   if (framebuffer->width == UINT_MAX)
+      framebuffer->width = 0;
+   if (framebuffer->height == UINT_MAX)
+      framebuffer->height = 0;
+
+   cso_set_framebuffer(st->cso_context, framebuffer);
 }