/**************************************************************************
*
- * 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
* 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 "st_util.h"
#include "pipe/p_context.h"
#include "cso_cache/cso_context.h"
-#include "util/u_rect.h"
#include "util/u_math.h"
#include "util/u_inlines.h"
-
+#include "util/format/u_format.h"
+#include "util/u_framebuffer.h"
+#include "main/framebuffer.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)
+{
+ assert(surface);
+ assert(surface->width < USHRT_MAX);
+ assert(surface->height < USHRT_MAX);
+ framebuffer->width = MIN2(framebuffer->width, surface->width);
+ framebuffer->height = MIN2(framebuffer->height, surface->height);
+}
+
+/**
+ * Round up the requested multisample count to the next supported sample size.
+ */
+static unsigned
+framebuffer_quantize_num_samples(struct st_context *st, unsigned num_samples)
{
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;
- }
- }
+ int quantized_samples = 0;
+ unsigned msaa_mode;
+
+ if (!num_samples)
+ return 0;
+
+ /* Assumes the highest supported MSAA is a power of 2 */
+ msaa_mode = util_next_power_of_two(st->ctx->Const.MaxFramebufferSamples);
+ assert(!(num_samples > msaa_mode)); /* be safe from infinite loops */
+
+ /**
+ * Check if the MSAA mode that is higher than the requested
+ * num_samples is supported, and if so returning it.
+ */
+ for (; msaa_mode >= num_samples; msaa_mode = msaa_mode / 2) {
+ /**
+ * For ARB_framebuffer_no_attachment, A format of
+ * PIPE_FORMAT_NONE implies what number of samples is
+ * supported for a framebuffer with no attachment. Thus the
+ * drivers callback must be adjusted for this.
+ */
+ if (screen->is_format_supported(screen, PIPE_FORMAT_NONE,
+ PIPE_TEXTURE_2D, msaa_mode, msaa_mode,
+ PIPE_BIND_RENDER_TARGET))
+ quantized_samples = msaa_mode;
}
+ return quantized_samples;
}
-
/**
* Update framebuffer state (color, depth, stencil, etc. buffers)
*/
-static void
-update_framebuffer_state( struct st_context *st )
+void
+st_update_framebuffer_state( struct st_context *st )
{
- struct pipe_framebuffer_state *framebuffer = &st->state.framebuffer;
+ struct pipe_framebuffer_state framebuffer;
struct gl_framebuffer *fb = st->ctx->DrawBuffer;
struct st_renderbuffer *strb;
GLuint i;
- framebuffer->width = fb->Width;
- framebuffer->height = fb->Height;
+ st_flush_bitmap_cache(st);
+ st_invalidate_readpix_cache(st);
+
+ st->state.fb_orientation = st_fb_orientation(fb);
- /*printf("------ fb size %d x %d\n", fb->Width, fb->Height);*/
+ /**
+ * Quantize the derived default number of samples:
+ *
+ * A query to the driver of supported MSAA values the
+ * hardware supports is done as to legalize the number
+ * of application requested samples, NumSamples.
+ * See commit eb9cf3c for more information.
+ */
+ fb->DefaultGeometry._NumSamples =
+ framebuffer_quantize_num_samples(st, fb->DefaultGeometry.NumSamples);
+
+ framebuffer.width = _mesa_geometric_width(fb);
+ framebuffer.height = _mesa_geometric_height(fb);
+ framebuffer.samples = _mesa_geometric_samples(fb);
+ framebuffer.layers = _mesa_geometric_layers(fb);
/* 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++) {
+ 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_is_format_srgb(strb->Base.Format))) {
/* 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++;
+ 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);
+
+ for (i = framebuffer.nr_cbufs; i < PIPE_MAX_COLOR_BUFS; i++) {
+ 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(fb->Attachment[BUFFER_STENCIL].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);
+ framebuffer.zsbuf = strb->surface;
+ if (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);
- pipe_surface_reference(&framebuffer->zsbuf, strb->surface);
- }
- else
- pipe_surface_reference(&framebuffer->zsbuf, NULL);
+ else
+ framebuffer.zsbuf = NULL;
+
+#ifndef NDEBUG
+ /* 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);
}
-
- 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;
+ if (framebuffer.zsbuf) {
+ assert(framebuffer.zsbuf->texture->bind & PIPE_BIND_DEPTH_STENCIL);
}
-}
+#endif
+ if (framebuffer.width == USHRT_MAX)
+ framebuffer.width = 0;
+ if (framebuffer.height == USHRT_MAX)
+ framebuffer.height = 0;
-const struct st_tracked_state st_update_framebuffer = {
- "st_update_framebuffer", /* name */
- { /* dirty */
- _NEW_BUFFERS, /* mesa */
- ST_NEW_FRAMEBUFFER, /* st */
- },
- update_framebuffer_state /* update */
-};
+ cso_set_framebuffer(st->cso_context, &framebuffer);
+ st->state.fb_width = framebuffer.width;
+ st->state.fb_height = framebuffer.height;
+ st->state.fb_num_samples = util_framebuffer_get_num_samples(&framebuffer);
+ st->state.fb_num_layers = util_framebuffer_get_num_layers(&framebuffer);
+ st->state.fb_num_cb = framebuffer.nr_cbufs;
+}