/* init renderbuffer fields */
strb->Base.Width = width;
strb->Base.Height = height;
- init_renderbuffer_bits(strb, template.format);
+ init_renderbuffer_bits(strb, format);
- /* Probably need dedicated flags for surface usage too:
- */
- surface_usage = (PIPE_BUFFER_USAGE_GPU_READ |
- PIPE_BUFFER_USAGE_GPU_WRITE);
- #if 0
- PIPE_BUFFER_USAGE_CPU_READ |
- PIPE_BUFFER_USAGE_CPU_WRITE);
- #endif
+ strb->defined = GL_FALSE; /* undefined contents now */
+
+ if(strb->software) {
+ struct pipe_format_block block;
+ size_t size;
+
+ _mesa_free(strb->data);
+
+ assert(strb->format != PIPE_FORMAT_NONE);
+ pf_get_block(strb->format, &block);
+
+ strb->stride = pf_get_stride(&block, width);
+ size = pf_get_2d_size(&block, strb->stride, height);
+
+ strb->data = _mesa_malloc(size);
+
+ return strb->data != NULL;
+ }
+ else {
+ struct pipe_texture template;
+ unsigned surface_usage;
+
+ /* Free the old surface and texture
+ */
+ pipe_surface_reference( &strb->surface, NULL );
+ pipe_texture_reference( &strb->texture, NULL );
- strb->texture = pipe->screen->texture_create( pipe->screen,
- &template );
+ /* Setup new texture template.
+ */
+ memset(&template, 0, sizeof(template));
+ template.target = PIPE_TEXTURE_2D;
+ template.format = format;
+ pf_get_block(format, &template.block);
+ template.width[0] = width;
+ template.height[0] = height;
+ template.depth[0] = 1;
+ template.last_level = 0;
+ template.nr_samples = rb->NumSamples;
+ if (pf_is_depth_stencil(format)) {
+ template.tex_usage = PIPE_TEXTURE_USAGE_DEPTH_STENCIL;
+ }
+ else {
+ template.tex_usage = (PIPE_TEXTURE_USAGE_DISPLAY_TARGET |
+ PIPE_TEXTURE_USAGE_RENDER_TARGET);
+ }
- /* Special path for accum buffers.
- *
- * Try a different surface format. Since accum buffers are s/w
- * only for now, the surface pixel format doesn't really matter,
- * only that the buffer is large enough.
- */
- if (!strb->texture && template.format == DEFAULT_ACCUM_PIPE_FORMAT)
- {
- /* Actually, just setting this usage value should be sufficient
- * to tell the driver to go ahead and allocate the buffer, even
- * if HW doesn't support the format.
+ /* Probably need dedicated flags for surface usage too:
*/
- template.tex_usage = 0;
- surface_usage = (PIPE_BUFFER_USAGE_CPU_READ |
+ surface_usage = (PIPE_BUFFER_USAGE_GPU_READ |
+ PIPE_BUFFER_USAGE_GPU_WRITE);
+ #if 0
+ PIPE_BUFFER_USAGE_CPU_READ |
PIPE_BUFFER_USAGE_CPU_WRITE);
+ #endif
strb->texture = pipe->screen->texture_create( pipe->screen,
&template );
}
- front = st_new_renderbuffer_fb(colorFormat, samples);
+/**
+ * Copy back color buffer to front color buffer.
+ */
+static void
+copy_back_to_front(struct st_context *st,
+ struct gl_framebuffer *fb,
+ gl_buffer_index frontIndex,
+ gl_buffer_index backIndex)
+
+{
+ struct st_framebuffer *stfb = (struct st_framebuffer *) fb;
+ struct pipe_surface *surf_front, *surf_back;
+
+ (void) st_get_framebuffer_surface(stfb, frontIndex, &surf_front);
+ (void) st_get_framebuffer_surface(stfb, backIndex, &surf_back);
+
+ if (surf_front && surf_back) {
+ st->pipe->surface_copy(st->pipe,
+ surf_front, 0, 0, /* dest */
+ surf_back, 0, 0, /* src */
+ fb->Width, fb->Height);
+ }
+}
+
+
+/**
+ * Check if we're drawing into, or read from, a front color buffer. If the
+ * front buffer is missing, create it now.
+ *
+ * The back color buffer must exist since we'll use its format/samples info
+ * for creating the front buffer.
+ *
+ * \param frontIndex either BUFFER_FRONT_LEFT or BUFFER_FRONT_RIGHT
+ * \param backIndex either BUFFER_BACK_LEFT or BUFFER_BACK_RIGHT
+ */
+static void
+check_create_front_buffer(GLcontext *ctx, struct gl_framebuffer *fb,
+ gl_buffer_index frontIndex,
+ gl_buffer_index backIndex)
+{
+ if (fb->Attachment[frontIndex].Renderbuffer == NULL) {
+ GLboolean create = GL_FALSE;
+
+ /* check if drawing to or reading from front buffer */
+ if (fb->_ColorReadBufferIndex == frontIndex) {
+ create = GL_TRUE;
+ }
+ else {
+ GLuint b;
+ for (b = 0; b < fb->_NumColorDrawBuffers; b++) {
+ if (fb->_ColorDrawBufferIndexes[b] == frontIndex) {
+ create = GL_TRUE;
+ break;
+ }
+ }
+ }
+
+ if (create) {
+ struct st_renderbuffer *back;
+ struct gl_renderbuffer *front;
+ enum pipe_format colorFormat;
+ uint samples;
+
+ if (0)
+ _mesa_debug(ctx, "Allocate new front buffer\n");
+
+ /* get back renderbuffer info */
+ back = st_renderbuffer(fb->Attachment[backIndex].Renderbuffer);
+ colorFormat = back->format;
+ samples = back->Base.NumSamples;
+
+ /* create front renderbuffer */
++ front = st_new_renderbuffer_fb(colorFormat, samples, FALSE);
+ _mesa_add_renderbuffer(fb, frontIndex, front);
+
+ /* alloc texture/surface for new front buffer */
+ front->AllocStorage(ctx, front, front->InternalFormat,
+ fb->Width, fb->Height);
+
+ /* initialize the front color buffer contents by copying
+ * the back buffer.
+ */
+ copy_back_to_front(ctx->st, fb, frontIndex, backIndex);
+ }
+ }
+}
+
+
+/**
+ * If front left/right color buffers are missing, create them now.
+ */
+static void
+check_create_front_buffers(GLcontext *ctx, struct gl_framebuffer *fb)
+{
+ /* check if we need to create the front left buffer now */
+ check_create_front_buffer(ctx, fb, BUFFER_FRONT_LEFT, BUFFER_BACK_LEFT);
+
+ if (fb->Visual.stereoMode) {
+ check_create_front_buffer(ctx, fb, BUFFER_FRONT_RIGHT, BUFFER_BACK_RIGHT);
+ }
+
+ st_invalidate_state(ctx, _NEW_BUFFERS);
+}
+
+
+/**
+ * Called via glDrawBuffer.
+ */
+static void
+st_DrawBuffers(GLcontext *ctx, GLsizei count, const GLenum *buffers)
+{
+ (void) count;
+ (void) buffers;
+ check_create_front_buffers(ctx, ctx->DrawBuffer);
+}
+
+
+/**
+ * Called via glReadBuffer.
+ */
+static void
+st_ReadBuffer(GLcontext *ctx, GLenum buffer)
+{
+ (void) buffer;
+ check_create_front_buffers(ctx, ctx->ReadBuffer);
+}
+
+
void st_init_fbo_functions(struct dd_function_table *functions)
{
functions->NewFramebuffer = st_new_framebuffer;