#include "main/imports.h"
+#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 "st_public.h"
#include "st_context.h"
+#include "st_cb_fbo.h"
+#include "pipe/p_defines.h"
+#include "pipe/p_context.h"
+#include "pipe/p_inlines.h"
-struct st_framebuffer *st_create_framebuffer( const __GLcontextModes *visual )
+struct st_framebuffer *
+st_create_framebuffer( const __GLcontextModes *visual,
+ enum pipe_format colorFormat,
+ enum pipe_format depthFormat,
+ enum pipe_format stencilFormat,
+ uint width, uint height,
+ void *private)
{
- struct st_framebuffer *stfb
- = CALLOC_STRUCT(st_framebuffer);
+ struct st_framebuffer *stfb = CALLOC_STRUCT(st_framebuffer);
if (stfb) {
+ int samples = st_get_msaa();
-#if 0
- /* from intel driver... */
+ if (visual->sampleBuffers)
+ samples = visual->samples;
- GLboolean swStencil = (mesaVis->stencilBits > 0 &&
- mesaVis->depthBits != 24);
- GLenum rgbFormat = (mesaVis->redBits == 5 ? GL_RGB5 : GL_RGBA8);
-
- struct intel_framebuffer *intel_fb = CALLOC_STRUCT(intel_framebuffer);
- if (!intel_fb)
- return GL_FALSE;
-
- _mesa_initialize_framebuffer(&intel_fb->Base, mesaVis);
-
- /*
- * XXX Create pipe_surfaces for front/back buffers,
- * hand them to state tracker to create a framebuffer object.
- */
+ _mesa_initialize_framebuffer(&stfb->Base, visual);
{
- /* fake frontbuffer */
- /* XXX allocation should only happen in the unusual case
+ /* fake frontbuffer */
+ /* XXX allocation should only happen in the unusual case
it's actually needed */
- struct gl_renderbuffer *rb = st_new_renderbuffer_fb(rgbFormat);
- _mesa_add_renderbuffer(&intel_fb->Base, BUFFER_FRONT_LEFT, rb);
+ struct gl_renderbuffer *rb
+ = st_new_renderbuffer_fb(colorFormat, samples);
+ _mesa_add_renderbuffer(&stfb->Base, BUFFER_FRONT_LEFT, rb);
}
- if (mesaVis->doubleBufferMode) {
- struct gl_renderbuffer *rb = st_new_renderbuffer_fb(rgbFormat);
- _mesa_add_renderbuffer(&intel_fb->Base, BUFFER_BACK_LEFT, rb);
+ if (visual->doubleBufferMode) {
+ struct gl_renderbuffer *rb
+ = st_new_renderbuffer_fb(colorFormat, samples);
+ _mesa_add_renderbuffer(&stfb->Base, BUFFER_BACK_LEFT, rb);
}
- if (mesaVis->depthBits == 24 && mesaVis->stencilBits == 8) {
+ if (depthFormat == stencilFormat && depthFormat != PIPE_FORMAT_NONE) {
/* combined depth/stencil buffer */
struct gl_renderbuffer *depthStencilRb
- = st_new_renderbuffer_fb(GL_DEPTH24_STENCIL8_EXT);
+ = st_new_renderbuffer_fb(depthFormat, samples);
/* note: bind RB to two attachment points */
- _mesa_add_renderbuffer(&intel_fb->Base, BUFFER_DEPTH, depthStencilRb);
- _mesa_add_renderbuffer(&intel_fb->Base, BUFFER_STENCIL,depthStencilRb);
- }
- else if (mesaVis->depthBits == 16) {
- /* just 16-bit depth buffer, no hw stencil */
- struct gl_renderbuffer *depthRb
- = st_new_renderbuffer_fb(GL_DEPTH_COMPONENT16);
- _mesa_add_renderbuffer(&intel_fb->Base, BUFFER_DEPTH, depthRb);
+ _mesa_add_renderbuffer(&stfb->Base, BUFFER_DEPTH, depthStencilRb);
+ _mesa_add_renderbuffer(&stfb->Base, BUFFER_STENCIL, depthStencilRb);
}
+ else {
+ /* separate depth and/or stencil */
+ if (visual->depthBits == 32) {
+ /* 32-bit depth buffer */
+ struct gl_renderbuffer *depthRb
+ = st_new_renderbuffer_fb(depthFormat, samples);
+ _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);
+ _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);
+ _mesa_add_renderbuffer(&stfb->Base, BUFFER_DEPTH, depthRb);
+ }
- /* now add any/all software-based renderbuffers we may need */
- _mesa_add_soft_renderbuffers(&intel_fb->Base,
- GL_FALSE, /* never sw color */
- GL_FALSE, /* never sw depth */
- swStencil, mesaVis->accumRedBits > 0,
- GL_FALSE, /* never sw alpha */
- GL_FALSE /* never sw aux */ );
- driDrawPriv->driverPrivate = (void *) intel_fb;
+ if (visual->stencilBits > 0) {
+ /* 8-bit stencil */
+ struct gl_renderbuffer *stencilRb
+ = st_new_renderbuffer_fb(stencilFormat, samples);
+ _mesa_add_renderbuffer(&stfb->Base, BUFFER_STENCIL, stencilRb);
+ }
+ }
-#endif
+ if (visual->accumRedBits > 0) {
+ /* 16-bit/channel accum */
+ struct gl_renderbuffer *accumRb
+ = st_new_renderbuffer_fb(DEFAULT_ACCUM_PIPE_FORMAT, 0); /* XXX accum isn't multisampled right? */
+ _mesa_add_renderbuffer(&stfb->Base, BUFFER_ACCUM, accumRb);
+ }
+ stfb->Base.Initialized = GL_TRUE;
+ stfb->InitWidth = width;
+ stfb->InitHeight = height;
+ stfb->Private = private;
}
return stfb;
}
+void st_resize_framebuffer( struct st_framebuffer *stfb,
+ uint width, uint 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_resize_framebuffer(ctx, &stfb->Base, width, height);
+
+ assert(stfb->Base.Width == width);
+ assert(stfb->Base.Height == height);
+ }
+ }
+}
+
+
+void st_unreference_framebuffer( struct st_framebuffer **stfb )
+{
+ _mesa_unreference_framebuffer((struct gl_framebuffer **) stfb);
+}
+
+
+
+/**
+ * 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.
+ */
+void
+st_set_framebuffer_surface(struct st_framebuffer *stfb,
+ uint surfIndex, struct pipe_surface *surf)
+{
+ static const GLuint invalid_size = 9999999;
+ struct st_renderbuffer *strb;
+ GLuint width, height, i;
+
+ assert(surfIndex < BUFFER_COUNT);
+
+ strb = st_renderbuffer(stfb->Base.Attachment[surfIndex].Renderbuffer);
+ assert(strb);
+
+ /* replace the renderbuffer's surface/texture pointers */
+ pipe_surface_reference( &strb->surface, surf );
+ pipe_texture_reference( &strb->texture, surf->texture );
+
+ /* 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;
+ }
+}
+
+
+
+/**
+ * Return the pipe_surface for the given renderbuffer.
+ */
+struct pipe_surface *
+st_get_framebuffer_surface(struct st_framebuffer *stfb, uint surfIndex)
+{
+ struct st_renderbuffer *strb;
+
+ assert(surfIndex <= ST_SURFACE_DEPTH);
+
+ /* sanity checks, ST tokens should match Mesa tokens */
+ assert(ST_SURFACE_FRONT_LEFT == BUFFER_FRONT_LEFT);
+ assert(ST_SURFACE_BACK_RIGHT == BUFFER_BACK_RIGHT);
+
+ strb = st_renderbuffer(stfb->Base.Attachment[surfIndex].Renderbuffer);
+ if (strb)
+ return strb->surface;
+ return NULL;
+}
+
+struct pipe_texture *
+st_get_framebuffer_texture(struct st_framebuffer *stfb, uint surfIndex)
+{
+ struct st_renderbuffer *strb;
+
+ assert(surfIndex <= ST_SURFACE_DEPTH);
+
+ /* sanity checks, ST tokens should match Mesa tokens */
+ assert(ST_SURFACE_FRONT_LEFT == BUFFER_FRONT_LEFT);
+ assert(ST_SURFACE_BACK_RIGHT == BUFFER_BACK_RIGHT);
+
+ strb = st_renderbuffer(stfb->Base.Attachment[surfIndex].Renderbuffer);
+ if (strb)
+ return strb->texture;
+ return NULL;
+}
+
+/**
+ * This function is to be called prior to SwapBuffers on the given
+ * framebuffer. It checks if the current context is bound to the framebuffer
+ * and flushes rendering if needed.
+ */
+void
+st_notify_swapbuffers(struct st_framebuffer *stfb)
+{
+ GET_CURRENT_CONTEXT(ctx);
+
+ if (ctx && ctx->DrawBuffer == &stfb->Base) {
+ st_flush( ctx->st,
+ PIPE_FLUSH_RENDER_CACHE |
+ PIPE_FLUSH_SWAPBUFFERS |
+ PIPE_FLUSH_FRAME,
+ NULL );
+ ctx->st->frontbuffer_status = FRONT_STATUS_COPY_OF_BACK;
+ }
+}
+
+
+/**
+ * Quick hack - allows the winsys to inform the driver that surface
+ * states are now undefined after a glXSwapBuffers or similar.
+ */
+void
+st_notify_swapbuffers_complete(struct st_framebuffer *stfb)
+{
+ GET_CURRENT_CONTEXT(ctx);
+
+ if (ctx && ctx->DrawBuffer == &stfb->Base) {
+ struct st_renderbuffer *strb;
+
+ /* Mark back color buffers as undefined */
+ strb = st_renderbuffer(stfb->Base.Attachment[BUFFER_BACK_LEFT].
+ Renderbuffer);
+ if (strb && strb->surface)
+ strb->surface->status = PIPE_SURFACE_STATUS_UNDEFINED;
+
+ strb = st_renderbuffer(stfb->Base.Attachment[BUFFER_BACK_RIGHT].
+ Renderbuffer);
+ if (strb && strb->surface)
+ strb->surface->status = PIPE_SURFACE_STATUS_UNDEFINED;
+ }
+}
+
+
+void *st_framebuffer_private( struct st_framebuffer *stfb )
+{
+ return stfb->Private;
+}
+