#include "main/buffers.h"
#include "main/context.h"
#include "main/framebuffer.h"
-#include "main/matrix.h"
#include "main/renderbuffer.h"
-#include "main/scissor.h"
-#include "main/viewport.h"
#include "st_context.h"
#include "st_cb_fbo.h"
#include "st_public.h"
#include "pipe/p_defines.h"
-#include "pipe/p_context.h"
+#include "util/u_inlines.h"
struct st_framebuffer *
struct st_framebuffer *stfb = ST_CALLOC_STRUCT(st_framebuffer);
if (stfb) {
int samples = st_get_msaa();
+ int i;
if (visual->sampleBuffers)
samples = visual->samples;
- _mesa_initialize_framebuffer(&stfb->Base, visual);
+ _mesa_initialize_window_framebuffer(&stfb->Base, visual);
if (visual->doubleBufferMode) {
struct gl_renderbuffer *rb
- = st_new_renderbuffer_fb(colorFormat, samples);
+ = st_new_renderbuffer_fb(colorFormat, samples, FALSE);
_mesa_add_renderbuffer(&stfb->Base, BUFFER_BACK_LEFT, rb);
}
else {
/* Only allocate front buffer right now if we're single buffered.
* If double-buffered, allocate front buffer on demand later.
- * See check_create_front_buffers().
+ * See check_create_front_buffers() and st_set_framebuffer_surface().
*/
struct gl_renderbuffer *rb
- = st_new_renderbuffer_fb(colorFormat, samples);
+ = st_new_renderbuffer_fb(colorFormat, samples, FALSE);
_mesa_add_renderbuffer(&stfb->Base, BUFFER_FRONT_LEFT, rb);
}
if (depthFormat == stencilFormat && depthFormat != PIPE_FORMAT_NONE) {
/* combined depth/stencil buffer */
struct gl_renderbuffer *depthStencilRb
- = st_new_renderbuffer_fb(depthFormat, samples);
+ = st_new_renderbuffer_fb(depthFormat, samples, FALSE);
/* note: bind RB to two attachment points */
_mesa_add_renderbuffer(&stfb->Base, BUFFER_DEPTH, depthStencilRb);
_mesa_add_renderbuffer(&stfb->Base, BUFFER_STENCIL, depthStencilRb);
if (visual->depthBits == 32) {
/* 32-bit depth buffer */
struct gl_renderbuffer *depthRb
- = st_new_renderbuffer_fb(depthFormat, samples);
+ = st_new_renderbuffer_fb(depthFormat, samples, FALSE);
_mesa_add_renderbuffer(&stfb->Base, BUFFER_DEPTH, depthRb);
}
else if (visual->depthBits == 24) {
/* 24-bit depth buffer, ignore stencil bits */
struct gl_renderbuffer *depthRb
- = st_new_renderbuffer_fb(depthFormat, samples);
+ = st_new_renderbuffer_fb(depthFormat, samples, FALSE);
_mesa_add_renderbuffer(&stfb->Base, BUFFER_DEPTH, depthRb);
}
else if (visual->depthBits > 0) {
/* 16-bit depth buffer */
struct gl_renderbuffer *depthRb
- = st_new_renderbuffer_fb(depthFormat, samples);
+ = st_new_renderbuffer_fb(depthFormat, samples, FALSE);
_mesa_add_renderbuffer(&stfb->Base, BUFFER_DEPTH, depthRb);
}
if (visual->stencilBits > 0) {
/* 8-bit stencil */
struct gl_renderbuffer *stencilRb
- = st_new_renderbuffer_fb(stencilFormat, samples);
+ = st_new_renderbuffer_fb(stencilFormat, samples, FALSE);
_mesa_add_renderbuffer(&stfb->Base, BUFFER_STENCIL, stencilRb);
}
}
if (visual->accumRedBits > 0) {
/* 16-bit/channel accum */
+ /* TODO: query the pipe screen for accumulation buffer format support */
struct gl_renderbuffer *accumRb
- = st_new_renderbuffer_fb(DEFAULT_ACCUM_PIPE_FORMAT, 0); /* XXX accum isn't multisampled right? */
+ = st_new_renderbuffer_fb(PIPE_FORMAT_R16G16B16A16_SNORM, 0, TRUE);
_mesa_add_renderbuffer(&stfb->Base, BUFFER_ACCUM, accumRb);
}
+ for (i = 0; i < visual->numAuxBuffers; i++) {
+ struct gl_renderbuffer *aux
+ = st_new_renderbuffer_fb(colorFormat, 0, FALSE);
+ _mesa_add_renderbuffer(&stfb->Base, BUFFER_AUX0 + i, aux);
+ }
+
stfb->Base.Initialized = GL_TRUE;
stfb->InitWidth = width;
stfb->InitHeight = height;
if (stfb->Base.Width != width || stfb->Base.Height != height) {
GET_CURRENT_CONTEXT(ctx);
if (ctx) {
- if (stfb->InitWidth == 0 && stfb->InitHeight == 0) {
- /* didn't have a valid size until now */
- stfb->InitWidth = width;
- stfb->InitHeight = height;
- if (ctx->Viewport.Width <= 1) {
- /* set context's initial viewport/scissor size */
- _mesa_set_viewport(ctx, 0, 0, width, height);
- _mesa_set_scissor(ctx, 0, 0, width, height);
- }
- }
+ _mesa_check_init_viewport(ctx, width, height);
_mesa_resize_framebuffer(ctx, &stfb->Base, width, height);
* Set/replace a framebuffer surface.
* The user of the state tracker can use this instead of
* st_resize_framebuffer() to provide new surfaces when a window is resized.
+ * \param surfIndex an ST_SURFACE_x index
*/
void
st_set_framebuffer_surface(struct st_framebuffer *stfb,
uint surfIndex, struct pipe_surface *surf)
{
GET_CURRENT_CONTEXT(ctx);
- static const GLuint invalid_size = 9999999;
struct st_renderbuffer *strb;
- GLuint width, height, i;
+
+ /* sanity checks */
+ assert(ST_SURFACE_FRONT_LEFT == BUFFER_FRONT_LEFT);
+ assert(ST_SURFACE_BACK_LEFT == BUFFER_BACK_LEFT);
+ assert(ST_SURFACE_FRONT_RIGHT == BUFFER_FRONT_RIGHT);
+ assert(ST_SURFACE_BACK_RIGHT == BUFFER_BACK_RIGHT);
+ assert(ST_SURFACE_DEPTH == BUFFER_DEPTH);
assert(surfIndex < BUFFER_COUNT);
strb = st_renderbuffer(stfb->Base.Attachment[surfIndex].Renderbuffer);
- /* fail */
- if (!strb) return;
+ if (!strb) {
+ /* create new renderbuffer for this surface now */
+ const GLuint numSamples = stfb->Base.Visual.samples;
+ struct gl_renderbuffer *rb =
+ st_new_renderbuffer_fb(surf->format, numSamples, FALSE);
+ if (!rb) {
+ /* out of memory */
+ _mesa_warning(ctx, "Out of memory allocating renderbuffer");
+ return;
+ }
+ _mesa_add_renderbuffer(&stfb->Base, surfIndex, rb);
+ strb = st_renderbuffer(rb);
+ }
/* replace the renderbuffer's surface/texture pointers */
pipe_surface_reference( &strb->surface, surf );
* But when we do, we need to start setting this dirty bit
* to ensure the renderbuffer attachements are up-to-date
* via update_framebuffer.
+ * Core Mesa's state validation will update the parent framebuffer's
+ * size info, etc.
*/
ctx->st->dirty.st |= ST_NEW_FRAMEBUFFER;
+ ctx->NewState |= _NEW_BUFFERS;
}
/* update renderbuffer's width/height */
strb->Base.Width = surf->width;
strb->Base.Height = surf->height;
-
- /* Try to update the framebuffer's width/height from the renderbuffer
- * sizes. Before we start drawing, all the rbs _should_ be the same size.
- */
- width = height = invalid_size;
- for (i = 0; i < BUFFER_COUNT; i++) {
- if (stfb->Base.Attachment[i].Renderbuffer) {
- if (width == invalid_size) {
- width = stfb->Base.Attachment[i].Renderbuffer->Width;
- height = stfb->Base.Attachment[i].Renderbuffer->Height;
- }
- else if (width != stfb->Base.Attachment[i].Renderbuffer->Width ||
- height != stfb->Base.Attachment[i].Renderbuffer->Height) {
- /* inconsistant renderbuffer sizes, bail out */
- return;
- }
- }
- }
-
- if (width != invalid_size) {
- /* OK, the renderbuffers are of a consistant size, so update the
- * parent framebuffer's size.
- */
- stfb->Base.Width = width;
- stfb->Base.Height = height;
- }
}
PIPE_FLUSH_SWAPBUFFERS |
PIPE_FLUSH_FRAME,
NULL );
- ctx->st->frontbuffer_status = FRONT_STATUS_COPY_OF_BACK;
+ if (st_renderbuffer(stfb->Base.Attachment[BUFFER_BACK_LEFT].Renderbuffer))
+ ctx->st->frontbuffer_status = FRONT_STATUS_COPY_OF_BACK;
}
}
* Swap the front/back color buffers. Exchange the front/back pointers
* and update some derived state.
* No need to call st_notify_swapbuffers() first.
- * This is effectively a no-op for single-buffered framebuffers.
+ *
+ * For a single-buffered framebuffer, no swap occurs, but we still return
+ * the pointer(s) to the front color buffer(s).
+ *
* \param front_left returns pointer to front-left renderbuffer after swap
* \param front_right returns pointer to front-right renderbuffer after swap
*/
NULL );
}
+ if (!fb->Visual.doubleBufferMode) {
+ /* single buffer mode - return pointers to front surfaces */
+ if (front_left) {
+ struct st_renderbuffer *strb =
+ st_renderbuffer(fb->Attachment[BUFFER_FRONT_LEFT].Renderbuffer);
+ *front_left = strb->surface;
+ }
+ if (front_right) {
+ struct st_renderbuffer *strb =
+ st_renderbuffer(fb->Attachment[BUFFER_FRONT_RIGHT].Renderbuffer);
+ *front_right = strb ? strb->surface : NULL;
+ }
+ return;
+ }
+
/* swap left buffers */
if (fb->Attachment[BUFFER_FRONT_LEFT].Renderbuffer &&
fb->Attachment[BUFFER_BACK_LEFT].Renderbuffer) {