#include "st_context.h"
#include "st_atom.h"
#include "st_cb_fbo.h"
+#include "st_texture.h"
#include "pipe/p_context.h"
+#include "pipe/p_inlines.h"
#include "cso_cache/cso_context.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.
+ */
+static void
+update_renderbuffer_surface(struct st_context *st,
+ struct st_renderbuffer *strb)
+{
+ 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 (texture->width[level] == rtt_width &&
+ texture->height[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;
+ }
+ }
+ }
+}
+
+
/**
* Update framebuffer state (color, depth, stencil, etc. buffers)
- * XXX someday: separate draw/read buffers.
*/
static void
update_framebuffer_state( struct st_context *st )
struct pipe_framebuffer_state *framebuffer = &st->state.framebuffer;
struct gl_framebuffer *fb = st->ctx->DrawBuffer;
struct st_renderbuffer *strb;
- GLuint i, j;
+ GLuint i;
memset(framebuffer, 0, sizeof(*framebuffer));
framebuffer->width = fb->Width;
framebuffer->height = fb->Height;
+ /*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->num_cbufs = 0;
- for (j = 0; j < MAX_DRAW_BUFFERS; j++) {
- for (i = 0; i < fb->_NumColorDrawBuffers[j]; i++) {
- strb = st_renderbuffer(fb->_ColorDrawBuffers[j][i]);
- assert(strb->surface);
+ for (i = 0; i < fb->_NumColorDrawBuffers; i++) {
+ strb = st_renderbuffer(fb->_ColorDrawBuffers[i]);
+
+ /*printf("--------- framebuffer surface rtt %p\n", strb->rtt);*/
+ if (strb->rtt) {
+ /* rendering to a GL texture, may have to update surface */
+ update_renderbuffer_surface(st, strb);
+ }
+
+ if (strb->surface) {
framebuffer->cbufs[framebuffer->num_cbufs] = strb->surface;
framebuffer->num_cbufs++;
}
strb = st_renderbuffer(fb->Attachment[BUFFER_DEPTH].Renderbuffer);
if (strb) {
strb = st_renderbuffer(strb->Base.Wrapped);
- assert(strb->surface);
+ if (strb->rtt) {
+ /* rendering to a GL texture, may have to update surface */
+ update_renderbuffer_surface(st, strb);
+ }
+
framebuffer->zsbuf = strb->surface;
}
else {
cso_set_framebuffer(st->cso_context, framebuffer);
- if (fb->_ColorDrawBufferMask[0] & BUFFER_BIT_FRONT_LEFT) {
+ if (fb->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT) {
if (st->frontbuffer_status == FRONT_STATUS_COPY_OF_BACK) {
/* XXX copy back buf to front? */
}
"st_update_framebuffer", /* name */
{ /* dirty */
_NEW_BUFFERS, /* mesa */
- 0, /* st */
+ ST_NEW_FRAMEBUFFER, /* st */
},
update_framebuffer_state /* update */
};