Merge branch 'lp-offset-twoside'
[mesa.git] / src / mesa / main / framebuffer.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.2
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25
26 /**
27 * Functions for allocating/managing framebuffers and renderbuffers.
28 * Also, routines for reading/writing renderbuffer data as ubytes,
29 * ushorts, uints, etc.
30 */
31
32
33 #include "glheader.h"
34 #include "imports.h"
35 #include "buffers.h"
36 #include "context.h"
37 #include "depthstencil.h"
38 #include "enums.h"
39 #include "formats.h"
40 #include "macros.h"
41 #include "mtypes.h"
42 #include "fbobject.h"
43 #include "framebuffer.h"
44 #include "renderbuffer.h"
45 #include "texobj.h"
46
47
48
49 /**
50 * Compute/set the _DepthMax field for the given framebuffer.
51 * This value depends on the Z buffer resolution.
52 */
53 static void
54 compute_depth_max(struct gl_framebuffer *fb)
55 {
56 if (fb->Visual.depthBits == 0) {
57 /* Special case. Even if we don't have a depth buffer we need
58 * good values for DepthMax for Z vertex transformation purposes
59 * and for per-fragment fog computation.
60 */
61 fb->_DepthMax = (1 << 16) - 1;
62 }
63 else if (fb->Visual.depthBits < 32) {
64 fb->_DepthMax = (1 << fb->Visual.depthBits) - 1;
65 }
66 else {
67 /* Special case since shift values greater than or equal to the
68 * number of bits in the left hand expression's type are undefined.
69 */
70 fb->_DepthMax = 0xffffffff;
71 }
72 fb->_DepthMaxF = (GLfloat) fb->_DepthMax;
73
74 /* Minimum resolvable depth value, for polygon offset */
75 fb->_MRD = (GLfloat)1.0 / fb->_DepthMaxF;
76 }
77
78 /**
79 * Create and initialize a gl_framebuffer object.
80 * This is intended for creating _window_system_ framebuffers, not generic
81 * framebuffer objects ala GL_EXT_framebuffer_object.
82 *
83 * \sa _mesa_new_framebuffer
84 */
85 struct gl_framebuffer *
86 _mesa_create_framebuffer(const struct gl_config *visual)
87 {
88 struct gl_framebuffer *fb = CALLOC_STRUCT(gl_framebuffer);
89 assert(visual);
90 if (fb) {
91 _mesa_initialize_window_framebuffer(fb, visual);
92 }
93 return fb;
94 }
95
96
97 /**
98 * Allocate a new gl_framebuffer object.
99 * This is the default function for ctx->Driver.NewFramebuffer().
100 * This is for allocating user-created framebuffers, not window-system
101 * framebuffers!
102 * \sa _mesa_create_framebuffer
103 */
104 struct gl_framebuffer *
105 _mesa_new_framebuffer(struct gl_context *ctx, GLuint name)
106 {
107 struct gl_framebuffer *fb;
108 (void) ctx;
109 assert(name != 0);
110 fb = CALLOC_STRUCT(gl_framebuffer);
111 if (fb) {
112 _mesa_initialize_user_framebuffer(fb, name);
113 }
114 return fb;
115 }
116
117
118 /**
119 * Initialize a gl_framebuffer object. Typically used to initialize
120 * window system-created framebuffers, not user-created framebuffers.
121 * \sa _mesa_initialize_user_framebuffer
122 */
123 void
124 _mesa_initialize_window_framebuffer(struct gl_framebuffer *fb,
125 const struct gl_config *visual)
126 {
127 assert(fb);
128 assert(visual);
129
130 memset(fb, 0, sizeof(struct gl_framebuffer));
131
132 _glthread_INIT_MUTEX(fb->Mutex);
133
134 fb->RefCount = 1;
135
136 /* save the visual */
137 fb->Visual = *visual;
138
139 /* Init read/draw renderbuffer state */
140 if (visual->doubleBufferMode) {
141 fb->_NumColorDrawBuffers = 1;
142 fb->ColorDrawBuffer[0] = GL_BACK;
143 fb->_ColorDrawBufferIndexes[0] = BUFFER_BACK_LEFT;
144 fb->ColorReadBuffer = GL_BACK;
145 fb->_ColorReadBufferIndex = BUFFER_BACK_LEFT;
146 }
147 else {
148 fb->_NumColorDrawBuffers = 1;
149 fb->ColorDrawBuffer[0] = GL_FRONT;
150 fb->_ColorDrawBufferIndexes[0] = BUFFER_FRONT_LEFT;
151 fb->ColorReadBuffer = GL_FRONT;
152 fb->_ColorReadBufferIndex = BUFFER_FRONT_LEFT;
153 }
154
155 fb->Delete = _mesa_destroy_framebuffer;
156 fb->_Status = GL_FRAMEBUFFER_COMPLETE_EXT;
157
158 compute_depth_max(fb);
159 }
160
161
162 /**
163 * Initialize a user-created gl_framebuffer object.
164 * \sa _mesa_initialize_window_framebuffer
165 */
166 void
167 _mesa_initialize_user_framebuffer(struct gl_framebuffer *fb, GLuint name)
168 {
169 assert(fb);
170 assert(name);
171
172 memset(fb, 0, sizeof(struct gl_framebuffer));
173
174 fb->Name = name;
175 fb->RefCount = 1;
176 fb->_NumColorDrawBuffers = 1;
177 fb->ColorDrawBuffer[0] = GL_COLOR_ATTACHMENT0_EXT;
178 fb->_ColorDrawBufferIndexes[0] = BUFFER_COLOR0;
179 fb->ColorReadBuffer = GL_COLOR_ATTACHMENT0_EXT;
180 fb->_ColorReadBufferIndex = BUFFER_COLOR0;
181 fb->Delete = _mesa_destroy_framebuffer;
182 _glthread_INIT_MUTEX(fb->Mutex);
183 }
184
185
186 /**
187 * Deallocate buffer and everything attached to it.
188 * Typically called via the gl_framebuffer->Delete() method.
189 */
190 void
191 _mesa_destroy_framebuffer(struct gl_framebuffer *fb)
192 {
193 if (fb) {
194 _mesa_free_framebuffer_data(fb);
195 free(fb);
196 }
197 }
198
199
200 /**
201 * Free all the data hanging off the given gl_framebuffer, but don't free
202 * the gl_framebuffer object itself.
203 */
204 void
205 _mesa_free_framebuffer_data(struct gl_framebuffer *fb)
206 {
207 GLuint i;
208
209 assert(fb);
210 assert(fb->RefCount == 0);
211
212 _glthread_DESTROY_MUTEX(fb->Mutex);
213
214 for (i = 0; i < BUFFER_COUNT; i++) {
215 struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
216 if (att->Renderbuffer) {
217 _mesa_reference_renderbuffer(&att->Renderbuffer, NULL);
218 }
219 if (att->Texture) {
220 _mesa_reference_texobj(&att->Texture, NULL);
221 }
222 ASSERT(!att->Renderbuffer);
223 ASSERT(!att->Texture);
224 att->Type = GL_NONE;
225 }
226
227 /* unbind _Depth/_StencilBuffer to decr ref counts */
228 _mesa_reference_renderbuffer(&fb->_DepthBuffer, NULL);
229 _mesa_reference_renderbuffer(&fb->_StencilBuffer, NULL);
230 }
231
232
233 /**
234 * Set *ptr to point to fb, with refcounting and locking.
235 */
236 void
237 _mesa_reference_framebuffer(struct gl_framebuffer **ptr,
238 struct gl_framebuffer *fb)
239 {
240 assert(ptr);
241 if (*ptr == fb) {
242 /* no change */
243 return;
244 }
245
246 if (*ptr) {
247 /* unreference old renderbuffer */
248 GLboolean deleteFlag = GL_FALSE;
249 struct gl_framebuffer *oldFb = *ptr;
250
251 _glthread_LOCK_MUTEX(oldFb->Mutex);
252 ASSERT(oldFb->RefCount > 0);
253 oldFb->RefCount--;
254 deleteFlag = (oldFb->RefCount == 0);
255 _glthread_UNLOCK_MUTEX(oldFb->Mutex);
256
257 if (deleteFlag)
258 oldFb->Delete(oldFb);
259
260 *ptr = NULL;
261 }
262 assert(!*ptr);
263
264 if (fb) {
265 _glthread_LOCK_MUTEX(fb->Mutex);
266 fb->RefCount++;
267 _glthread_UNLOCK_MUTEX(fb->Mutex);
268 *ptr = fb;
269 }
270 }
271
272
273 /**
274 * Resize the given framebuffer's renderbuffers to the new width and height.
275 * This should only be used for window-system framebuffers, not
276 * user-created renderbuffers (i.e. made with GL_EXT_framebuffer_object).
277 * This will typically be called via ctx->Driver.ResizeBuffers() or directly
278 * from a device driver.
279 *
280 * \note it's possible for ctx to be null since a window can be resized
281 * without a currently bound rendering context.
282 */
283 void
284 _mesa_resize_framebuffer(struct gl_context *ctx, struct gl_framebuffer *fb,
285 GLuint width, GLuint height)
286 {
287 GLuint i;
288
289 /* XXX I think we could check if the size is not changing
290 * and return early.
291 */
292
293 /* For window system framebuffers, Name is zero */
294 assert(fb->Name == 0);
295
296 for (i = 0; i < BUFFER_COUNT; i++) {
297 struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
298 if (att->Type == GL_RENDERBUFFER_EXT && att->Renderbuffer) {
299 struct gl_renderbuffer *rb = att->Renderbuffer;
300 /* only resize if size is changing */
301 if (rb->Width != width || rb->Height != height) {
302 if (rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height)) {
303 ASSERT(rb->Width == width);
304 ASSERT(rb->Height == height);
305 }
306 else {
307 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Resizing framebuffer");
308 /* no return */
309 }
310 }
311 }
312 }
313
314 if (fb->_DepthBuffer) {
315 struct gl_renderbuffer *rb = fb->_DepthBuffer;
316 if (rb->Width != width || rb->Height != height) {
317 if (!rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height)) {
318 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Resizing framebuffer");
319 }
320 }
321 }
322
323 if (fb->_StencilBuffer) {
324 struct gl_renderbuffer *rb = fb->_StencilBuffer;
325 if (rb->Width != width || rb->Height != height) {
326 if (!rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height)) {
327 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Resizing framebuffer");
328 }
329 }
330 }
331
332 fb->Width = width;
333 fb->Height = height;
334
335 if (ctx) {
336 /* update scissor / window bounds */
337 _mesa_update_draw_buffer_bounds(ctx);
338 /* Signal new buffer state so that swrast will update its clipping
339 * info (the CLIP_BIT flag).
340 */
341 ctx->NewState |= _NEW_BUFFERS;
342 }
343 }
344
345
346
347 /**
348 * XXX THIS IS OBSOLETE - drivers should take care of detecting window
349 * size changes and act accordingly, likely calling _mesa_resize_framebuffer().
350 *
351 * GL_MESA_resize_buffers extension.
352 *
353 * When this function is called, we'll ask the window system how large
354 * the current window is. If it's a new size, we'll call the driver's
355 * ResizeBuffers function. The driver will then resize its color buffers
356 * as needed, and maybe call the swrast's routine for reallocating
357 * swrast-managed depth/stencil/accum/etc buffers.
358 * \note This function should only be called through the GL API, not
359 * from device drivers (as was done in the past).
360 */
361 void
362 _mesa_resizebuffers( struct gl_context *ctx )
363 {
364 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx );
365
366 if (MESA_VERBOSE & VERBOSE_API)
367 _mesa_debug(ctx, "glResizeBuffersMESA\n");
368
369 if (!ctx->Driver.GetBufferSize) {
370 return;
371 }
372
373 if (ctx->WinSysDrawBuffer) {
374 GLuint newWidth, newHeight;
375 struct gl_framebuffer *buffer = ctx->WinSysDrawBuffer;
376
377 assert(buffer->Name == 0);
378
379 /* ask device driver for size of output buffer */
380 ctx->Driver.GetBufferSize( buffer, &newWidth, &newHeight );
381
382 /* see if size of device driver's color buffer (window) has changed */
383 if (buffer->Width != newWidth || buffer->Height != newHeight) {
384 if (ctx->Driver.ResizeBuffers)
385 ctx->Driver.ResizeBuffers(ctx, buffer, newWidth, newHeight );
386 }
387 }
388
389 if (ctx->WinSysReadBuffer
390 && ctx->WinSysReadBuffer != ctx->WinSysDrawBuffer) {
391 GLuint newWidth, newHeight;
392 struct gl_framebuffer *buffer = ctx->WinSysReadBuffer;
393
394 assert(buffer->Name == 0);
395
396 /* ask device driver for size of read buffer */
397 ctx->Driver.GetBufferSize( buffer, &newWidth, &newHeight );
398
399 /* see if size of device driver's color buffer (window) has changed */
400 if (buffer->Width != newWidth || buffer->Height != newHeight) {
401 if (ctx->Driver.ResizeBuffers)
402 ctx->Driver.ResizeBuffers(ctx, buffer, newWidth, newHeight );
403 }
404 }
405
406 ctx->NewState |= _NEW_BUFFERS; /* to update scissor / window bounds */
407 }
408
409
410 /*
411 * XXX THIS IS OBSOLETE
412 */
413 void GLAPIENTRY
414 _mesa_ResizeBuffersMESA( void )
415 {
416 GET_CURRENT_CONTEXT(ctx);
417
418 if (ctx->Extensions.MESA_resize_buffers)
419 _mesa_resizebuffers( ctx );
420 }
421
422
423
424 /**
425 * Examine all the framebuffer's renderbuffers to update the Width/Height
426 * fields of the framebuffer. If we have renderbuffers with different
427 * sizes, set the framebuffer's width and height to the min size.
428 * Note: this is only intended for user-created framebuffers, not
429 * window-system framebuffes.
430 */
431 static void
432 update_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb)
433 {
434 GLuint minWidth = ~0, minHeight = ~0;
435 GLuint i;
436
437 /* user-created framebuffers only */
438 assert(fb->Name);
439
440 for (i = 0; i < BUFFER_COUNT; i++) {
441 struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
442 const struct gl_renderbuffer *rb = att->Renderbuffer;
443 if (rb) {
444 minWidth = MIN2(minWidth, rb->Width);
445 minHeight = MIN2(minHeight, rb->Height);
446 }
447 }
448
449 if (minWidth != ~0) {
450 fb->Width = minWidth;
451 fb->Height = minHeight;
452 }
453 else {
454 fb->Width = 0;
455 fb->Height = 0;
456 }
457 }
458
459
460 /**
461 * Update the context's current drawing buffer's Xmin, Xmax, Ymin, Ymax fields.
462 * These values are computed from the buffer's width and height and
463 * the scissor box, if it's enabled.
464 * \param ctx the GL context.
465 */
466 void
467 _mesa_update_draw_buffer_bounds(struct gl_context *ctx)
468 {
469 struct gl_framebuffer *buffer = ctx->DrawBuffer;
470
471 if (!buffer)
472 return;
473
474 if (buffer->Name) {
475 /* user-created framebuffer size depends on the renderbuffers */
476 update_framebuffer_size(ctx, buffer);
477 }
478
479 buffer->_Xmin = 0;
480 buffer->_Ymin = 0;
481 buffer->_Xmax = buffer->Width;
482 buffer->_Ymax = buffer->Height;
483
484 if (ctx->Scissor.Enabled) {
485 if (ctx->Scissor.X > buffer->_Xmin) {
486 buffer->_Xmin = ctx->Scissor.X;
487 }
488 if (ctx->Scissor.Y > buffer->_Ymin) {
489 buffer->_Ymin = ctx->Scissor.Y;
490 }
491 if (ctx->Scissor.X + ctx->Scissor.Width < buffer->_Xmax) {
492 buffer->_Xmax = ctx->Scissor.X + ctx->Scissor.Width;
493 }
494 if (ctx->Scissor.Y + ctx->Scissor.Height < buffer->_Ymax) {
495 buffer->_Ymax = ctx->Scissor.Y + ctx->Scissor.Height;
496 }
497 /* finally, check for empty region */
498 if (buffer->_Xmin > buffer->_Xmax) {
499 buffer->_Xmin = buffer->_Xmax;
500 }
501 if (buffer->_Ymin > buffer->_Ymax) {
502 buffer->_Ymin = buffer->_Ymax;
503 }
504 }
505
506 ASSERT(buffer->_Xmin <= buffer->_Xmax);
507 ASSERT(buffer->_Ymin <= buffer->_Ymax);
508 }
509
510
511 /**
512 * The glGet queries of the framebuffer red/green/blue size, stencil size,
513 * etc. are satisfied by the fields of ctx->DrawBuffer->Visual. These can
514 * change depending on the renderbuffer bindings. This function updates
515 * the given framebuffer's Visual from the current renderbuffer bindings.
516 *
517 * This may apply to user-created framebuffers or window system framebuffers.
518 *
519 * Also note: ctx->DrawBuffer->Visual.depthBits might not equal
520 * ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer.DepthBits.
521 * The former one is used to convert floating point depth values into
522 * integer Z values.
523 */
524 void
525 _mesa_update_framebuffer_visual(struct gl_framebuffer *fb)
526 {
527 GLuint i;
528
529 memset(&fb->Visual, 0, sizeof(fb->Visual));
530 fb->Visual.rgbMode = GL_TRUE; /* assume this */
531
532 #if 0 /* this _might_ be needed */
533 if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
534 /* leave visual fields zero'd */
535 return;
536 }
537 #endif
538
539 /* find first RGB renderbuffer */
540 for (i = 0; i < BUFFER_COUNT; i++) {
541 if (fb->Attachment[i].Renderbuffer) {
542 const struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer;
543 const GLenum baseFormat = _mesa_get_format_base_format(rb->Format);
544 const gl_format fmt = rb->Format;
545
546 if (baseFormat == GL_RGBA || baseFormat == GL_RGB ||
547 baseFormat == GL_ALPHA) {
548 fb->Visual.redBits = _mesa_get_format_bits(fmt, GL_RED_BITS);
549 fb->Visual.greenBits = _mesa_get_format_bits(fmt, GL_GREEN_BITS);
550 fb->Visual.blueBits = _mesa_get_format_bits(fmt, GL_BLUE_BITS);
551 fb->Visual.alphaBits = _mesa_get_format_bits(fmt, GL_ALPHA_BITS);
552 fb->Visual.rgbBits = fb->Visual.redBits
553 + fb->Visual.greenBits + fb->Visual.blueBits;
554 fb->Visual.floatMode = GL_FALSE;
555 fb->Visual.samples = rb->NumSamples;
556 break;
557 }
558 }
559 }
560
561 if (fb->Attachment[BUFFER_DEPTH].Renderbuffer) {
562 const struct gl_renderbuffer *rb =
563 fb->Attachment[BUFFER_DEPTH].Renderbuffer;
564 const gl_format fmt = rb->Format;
565 fb->Visual.haveDepthBuffer = GL_TRUE;
566 fb->Visual.depthBits = _mesa_get_format_bits(fmt, GL_DEPTH_BITS);
567 }
568
569 if (fb->Attachment[BUFFER_STENCIL].Renderbuffer) {
570 const struct gl_renderbuffer *rb =
571 fb->Attachment[BUFFER_STENCIL].Renderbuffer;
572 const gl_format fmt = rb->Format;
573 fb->Visual.haveStencilBuffer = GL_TRUE;
574 fb->Visual.stencilBits = _mesa_get_format_bits(fmt, GL_STENCIL_BITS);
575 }
576
577 if (fb->Attachment[BUFFER_ACCUM].Renderbuffer) {
578 const struct gl_renderbuffer *rb =
579 fb->Attachment[BUFFER_ACCUM].Renderbuffer;
580 const gl_format fmt = rb->Format;
581 fb->Visual.haveAccumBuffer = GL_TRUE;
582 fb->Visual.accumRedBits = _mesa_get_format_bits(fmt, GL_RED_BITS);
583 fb->Visual.accumGreenBits = _mesa_get_format_bits(fmt, GL_GREEN_BITS);
584 fb->Visual.accumBlueBits = _mesa_get_format_bits(fmt, GL_BLUE_BITS);
585 fb->Visual.accumAlphaBits = _mesa_get_format_bits(fmt, GL_ALPHA_BITS);
586 }
587
588 compute_depth_max(fb);
589 }
590
591
592 /**
593 * Update the framebuffer's _DepthBuffer field using the renderbuffer
594 * found at the given attachment index.
595 *
596 * If that attachment points to a combined GL_DEPTH_STENCIL renderbuffer,
597 * create and install a depth wrapper/adaptor.
598 *
599 * \param fb the framebuffer whose _DepthBuffer field to update
600 * \param attIndex indicates the renderbuffer to possibly wrap
601 */
602 void
603 _mesa_update_depth_buffer(struct gl_context *ctx,
604 struct gl_framebuffer *fb,
605 GLuint attIndex)
606 {
607 struct gl_renderbuffer *depthRb;
608
609 /* only one possiblity for now */
610 ASSERT(attIndex == BUFFER_DEPTH);
611
612 depthRb = fb->Attachment[attIndex].Renderbuffer;
613
614 if (depthRb && _mesa_is_format_packed_depth_stencil(depthRb->Format)) {
615 /* The attached depth buffer is a GL_DEPTH_STENCIL renderbuffer */
616 if (!fb->_DepthBuffer
617 || fb->_DepthBuffer->Wrapped != depthRb
618 || _mesa_get_format_base_format(fb->_DepthBuffer->Format) != GL_DEPTH_COMPONENT) {
619 /* need to update wrapper */
620 struct gl_renderbuffer *wrapper
621 = _mesa_new_z24_renderbuffer_wrapper(ctx, depthRb);
622 _mesa_reference_renderbuffer(&fb->_DepthBuffer, wrapper);
623 ASSERT(fb->_DepthBuffer->Wrapped == depthRb);
624 }
625 }
626 else {
627 /* depthRb may be null */
628 _mesa_reference_renderbuffer(&fb->_DepthBuffer, depthRb);
629 }
630 }
631
632
633 /**
634 * Update the framebuffer's _StencilBuffer field using the renderbuffer
635 * found at the given attachment index.
636 *
637 * If that attachment points to a combined GL_DEPTH_STENCIL renderbuffer,
638 * create and install a stencil wrapper/adaptor.
639 *
640 * \param fb the framebuffer whose _StencilBuffer field to update
641 * \param attIndex indicates the renderbuffer to possibly wrap
642 */
643 void
644 _mesa_update_stencil_buffer(struct gl_context *ctx,
645 struct gl_framebuffer *fb,
646 GLuint attIndex)
647 {
648 struct gl_renderbuffer *stencilRb;
649
650 ASSERT(attIndex == BUFFER_DEPTH ||
651 attIndex == BUFFER_STENCIL);
652
653 stencilRb = fb->Attachment[attIndex].Renderbuffer;
654
655 if (stencilRb && _mesa_is_format_packed_depth_stencil(stencilRb->Format)) {
656 /* The attached stencil buffer is a GL_DEPTH_STENCIL renderbuffer */
657 if (!fb->_StencilBuffer
658 || fb->_StencilBuffer->Wrapped != stencilRb
659 || _mesa_get_format_base_format(fb->_StencilBuffer->Format) != GL_STENCIL_INDEX) {
660 /* need to update wrapper */
661 struct gl_renderbuffer *wrapper
662 = _mesa_new_s8_renderbuffer_wrapper(ctx, stencilRb);
663 _mesa_reference_renderbuffer(&fb->_StencilBuffer, wrapper);
664 ASSERT(fb->_StencilBuffer->Wrapped == stencilRb);
665 }
666 }
667 else {
668 /* stencilRb may be null */
669 _mesa_reference_renderbuffer(&fb->_StencilBuffer, stencilRb);
670 }
671 }
672
673
674 /*
675 * Example DrawBuffers scenarios:
676 *
677 * 1. glDrawBuffer(GL_FRONT_AND_BACK), fixed-func or shader writes to
678 * "gl_FragColor" or program writes to the "result.color" register:
679 *
680 * fragment color output renderbuffer
681 * --------------------- ---------------
682 * color[0] Front, Back
683 *
684 *
685 * 2. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]), shader writes to
686 * gl_FragData[i] or program writes to result.color[i] registers:
687 *
688 * fragment color output renderbuffer
689 * --------------------- ---------------
690 * color[0] Front
691 * color[1] Aux0
692 * color[3] Aux1
693 *
694 *
695 * 3. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]) and shader writes to
696 * gl_FragColor, or fixed function:
697 *
698 * fragment color output renderbuffer
699 * --------------------- ---------------
700 * color[0] Front, Aux0, Aux1
701 *
702 *
703 * In either case, the list of renderbuffers is stored in the
704 * framebuffer->_ColorDrawBuffers[] array and
705 * framebuffer->_NumColorDrawBuffers indicates the number of buffers.
706 * The renderer (like swrast) has to look at the current fragment shader
707 * to see if it writes to gl_FragColor vs. gl_FragData[i] to determine
708 * how to map color outputs to renderbuffers.
709 *
710 * Note that these two calls are equivalent (for fixed function fragment
711 * shading anyway):
712 * a) glDrawBuffer(GL_FRONT_AND_BACK); (assuming non-stereo framebuffer)
713 * b) glDrawBuffers(2, [GL_FRONT_LEFT, GL_BACK_LEFT]);
714 */
715
716
717
718
719 /**
720 * Update the (derived) list of color drawing renderbuffer pointers.
721 * Later, when we're rendering we'll loop from 0 to _NumColorDrawBuffers
722 * writing colors.
723 */
724 static void
725 update_color_draw_buffers(struct gl_context *ctx, struct gl_framebuffer *fb)
726 {
727 GLuint output;
728
729 /* set 0th buffer to NULL now in case _NumColorDrawBuffers is zero */
730 fb->_ColorDrawBuffers[0] = NULL;
731
732 for (output = 0; output < fb->_NumColorDrawBuffers; output++) {
733 GLint buf = fb->_ColorDrawBufferIndexes[output];
734 if (buf >= 0) {
735 fb->_ColorDrawBuffers[output] = fb->Attachment[buf].Renderbuffer;
736 }
737 else {
738 fb->_ColorDrawBuffers[output] = NULL;
739 }
740 }
741 }
742
743
744 /**
745 * Update the (derived) color read renderbuffer pointer.
746 * Unlike the DrawBuffer, we can only read from one (or zero) color buffers.
747 */
748 static void
749 update_color_read_buffer(struct gl_context *ctx, struct gl_framebuffer *fb)
750 {
751 (void) ctx;
752 if (fb->_ColorReadBufferIndex == -1 ||
753 fb->DeletePending ||
754 fb->Width == 0 ||
755 fb->Height == 0) {
756 fb->_ColorReadBuffer = NULL; /* legal! */
757 }
758 else {
759 ASSERT(fb->_ColorReadBufferIndex >= 0);
760 ASSERT(fb->_ColorReadBufferIndex < BUFFER_COUNT);
761 fb->_ColorReadBuffer
762 = fb->Attachment[fb->_ColorReadBufferIndex].Renderbuffer;
763 }
764 }
765
766
767 /**
768 * Update a gl_framebuffer's derived state.
769 *
770 * Specifically, update these framebuffer fields:
771 * _ColorDrawBuffers
772 * _NumColorDrawBuffers
773 * _ColorReadBuffer
774 * _DepthBuffer
775 * _StencilBuffer
776 *
777 * If the framebuffer is user-created, make sure it's complete.
778 *
779 * The following functions (at least) can effect framebuffer state:
780 * glReadBuffer, glDrawBuffer, glDrawBuffersARB, glFramebufferRenderbufferEXT,
781 * glRenderbufferStorageEXT.
782 */
783 static void
784 update_framebuffer(struct gl_context *ctx, struct gl_framebuffer *fb)
785 {
786 if (fb->Name == 0) {
787 /* This is a window-system framebuffer */
788 /* Need to update the FB's GL_DRAW_BUFFER state to match the
789 * context state (GL_READ_BUFFER too).
790 */
791 if (fb->ColorDrawBuffer[0] != ctx->Color.DrawBuffer[0]) {
792 _mesa_drawbuffers(ctx, ctx->Const.MaxDrawBuffers,
793 ctx->Color.DrawBuffer, NULL);
794 }
795 if (fb->ColorReadBuffer != ctx->Pixel.ReadBuffer) {
796
797 }
798 }
799 else {
800 /* This is a user-created framebuffer.
801 * Completeness only matters for user-created framebuffers.
802 */
803 if (fb->_Status != GL_FRAMEBUFFER_COMPLETE) {
804 _mesa_test_framebuffer_completeness(ctx, fb);
805 }
806 }
807
808 /* Strictly speaking, we don't need to update the draw-state
809 * if this FB is bound as ctx->ReadBuffer (and conversely, the
810 * read-state if this FB is bound as ctx->DrawBuffer), but no
811 * harm.
812 */
813 update_color_draw_buffers(ctx, fb);
814 update_color_read_buffer(ctx, fb);
815 _mesa_update_depth_buffer(ctx, fb, BUFFER_DEPTH);
816 _mesa_update_stencil_buffer(ctx, fb, BUFFER_STENCIL);
817
818 compute_depth_max(fb);
819 }
820
821
822 /**
823 * Update state related to the current draw/read framebuffers.
824 */
825 void
826 _mesa_update_framebuffer(struct gl_context *ctx)
827 {
828 struct gl_framebuffer *drawFb;
829 struct gl_framebuffer *readFb;
830
831 assert(ctx);
832 drawFb = ctx->DrawBuffer;
833 readFb = ctx->ReadBuffer;
834
835 update_framebuffer(ctx, drawFb);
836 if (readFb != drawFb)
837 update_framebuffer(ctx, readFb);
838 }
839
840
841 /**
842 * Check if the renderbuffer for a read operation (glReadPixels, glCopyPixels,
843 * glCopyTex[Sub]Image, etc) exists.
844 * \param format a basic image format such as GL_RGB, GL_RGBA, GL_ALPHA,
845 * GL_DEPTH_COMPONENT, etc. or GL_COLOR, GL_DEPTH, GL_STENCIL.
846 * \return GL_TRUE if buffer exists, GL_FALSE otherwise
847 */
848 GLboolean
849 _mesa_source_buffer_exists(struct gl_context *ctx, GLenum format)
850 {
851 const struct gl_renderbuffer_attachment *att = ctx->ReadBuffer->Attachment;
852
853 /* If we don't know the framebuffer status, update it now */
854 if (ctx->ReadBuffer->_Status == 0) {
855 _mesa_test_framebuffer_completeness(ctx, ctx->ReadBuffer);
856 }
857
858 if (ctx->ReadBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
859 return GL_FALSE;
860 }
861
862 switch (format) {
863 case GL_COLOR:
864 case GL_RED:
865 case GL_GREEN:
866 case GL_BLUE:
867 case GL_ALPHA:
868 case GL_LUMINANCE:
869 case GL_LUMINANCE_ALPHA:
870 case GL_INTENSITY:
871 case GL_RG:
872 case GL_RGB:
873 case GL_BGR:
874 case GL_RGBA:
875 case GL_BGRA:
876 case GL_ABGR_EXT:
877 case GL_COLOR_INDEX:
878 case GL_RED_INTEGER_EXT:
879 case GL_GREEN_INTEGER_EXT:
880 case GL_BLUE_INTEGER_EXT:
881 case GL_ALPHA_INTEGER_EXT:
882 case GL_RGB_INTEGER_EXT:
883 case GL_RGBA_INTEGER_EXT:
884 case GL_BGR_INTEGER_EXT:
885 case GL_BGRA_INTEGER_EXT:
886 case GL_LUMINANCE_INTEGER_EXT:
887 case GL_LUMINANCE_ALPHA_INTEGER_EXT:
888 if (ctx->ReadBuffer->_ColorReadBuffer == NULL) {
889 return GL_FALSE;
890 }
891 ASSERT(_mesa_get_format_bits(ctx->ReadBuffer->_ColorReadBuffer->Format, GL_RED_BITS) > 0 ||
892 _mesa_get_format_bits(ctx->ReadBuffer->_ColorReadBuffer->Format, GL_ALPHA_BITS) > 0 ||
893 _mesa_get_format_bits(ctx->ReadBuffer->_ColorReadBuffer->Format, GL_INDEX_BITS) > 0);
894 break;
895 case GL_DEPTH:
896 case GL_DEPTH_COMPONENT:
897 if (!att[BUFFER_DEPTH].Renderbuffer) {
898 return GL_FALSE;
899 }
900 /*ASSERT(att[BUFFER_DEPTH].Renderbuffer->DepthBits > 0);*/
901 break;
902 case GL_STENCIL:
903 case GL_STENCIL_INDEX:
904 if (!att[BUFFER_STENCIL].Renderbuffer) {
905 return GL_FALSE;
906 }
907 /*ASSERT(att[BUFFER_STENCIL].Renderbuffer->StencilBits > 0);*/
908 break;
909 case GL_DEPTH_STENCIL_EXT:
910 if (!att[BUFFER_DEPTH].Renderbuffer ||
911 !att[BUFFER_STENCIL].Renderbuffer) {
912 return GL_FALSE;
913 }
914 /*
915 ASSERT(att[BUFFER_DEPTH].Renderbuffer->DepthBits > 0);
916 ASSERT(att[BUFFER_STENCIL].Renderbuffer->StencilBits > 0);
917 */
918 break;
919 default:
920 _mesa_problem(ctx,
921 "Unexpected format 0x%x in _mesa_source_buffer_exists",
922 format);
923 return GL_FALSE;
924 }
925
926 /* OK */
927 return GL_TRUE;
928 }
929
930
931 /**
932 * As above, but for drawing operations.
933 * XXX could do some code merging w/ above function.
934 */
935 GLboolean
936 _mesa_dest_buffer_exists(struct gl_context *ctx, GLenum format)
937 {
938 const struct gl_renderbuffer_attachment *att = ctx->DrawBuffer->Attachment;
939
940 /* If we don't know the framebuffer status, update it now */
941 if (ctx->DrawBuffer->_Status == 0) {
942 _mesa_test_framebuffer_completeness(ctx, ctx->DrawBuffer);
943 }
944
945 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
946 return GL_FALSE;
947 }
948
949 switch (format) {
950 case GL_COLOR:
951 case GL_RED:
952 case GL_GREEN:
953 case GL_BLUE:
954 case GL_ALPHA:
955 case GL_LUMINANCE:
956 case GL_LUMINANCE_ALPHA:
957 case GL_INTENSITY:
958 case GL_RGB:
959 case GL_BGR:
960 case GL_RGBA:
961 case GL_BGRA:
962 case GL_ABGR_EXT:
963 case GL_COLOR_INDEX:
964 case GL_RED_INTEGER_EXT:
965 case GL_GREEN_INTEGER_EXT:
966 case GL_BLUE_INTEGER_EXT:
967 case GL_ALPHA_INTEGER_EXT:
968 case GL_RGB_INTEGER_EXT:
969 case GL_RGBA_INTEGER_EXT:
970 case GL_BGR_INTEGER_EXT:
971 case GL_BGRA_INTEGER_EXT:
972 case GL_LUMINANCE_INTEGER_EXT:
973 case GL_LUMINANCE_ALPHA_INTEGER_EXT:
974 /* Nothing special since GL_DRAW_BUFFER could be GL_NONE. */
975 /* Could assert that colorbuffer has RedBits > 0 */
976 break;
977 case GL_DEPTH:
978 case GL_DEPTH_COMPONENT:
979 if (!att[BUFFER_DEPTH].Renderbuffer) {
980 return GL_FALSE;
981 }
982 /*ASSERT(att[BUFFER_DEPTH].Renderbuffer->DepthBits > 0);*/
983 break;
984 case GL_STENCIL:
985 case GL_STENCIL_INDEX:
986 if (!att[BUFFER_STENCIL].Renderbuffer) {
987 return GL_FALSE;
988 }
989 /*ASSERT(att[BUFFER_STENCIL].Renderbuffer->StencilBits > 0);*/
990 break;
991 case GL_DEPTH_STENCIL_EXT:
992 if (!att[BUFFER_DEPTH].Renderbuffer ||
993 !att[BUFFER_STENCIL].Renderbuffer) {
994 return GL_FALSE;
995 }
996 /*
997 ASSERT(att[BUFFER_DEPTH].Renderbuffer->DepthBits > 0);
998 ASSERT(att[BUFFER_STENCIL].Renderbuffer->StencilBits > 0);
999 */
1000 break;
1001 default:
1002 _mesa_problem(ctx,
1003 "Unexpected format 0x%x in _mesa_dest_buffer_exists",
1004 format);
1005 return GL_FALSE;
1006 }
1007
1008 /* OK */
1009 return GL_TRUE;
1010 }
1011
1012
1013 /**
1014 * Used to answer the GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES query.
1015 */
1016 GLenum
1017 _mesa_get_color_read_format(struct gl_context *ctx)
1018 {
1019 switch (ctx->ReadBuffer->_ColorReadBuffer->Format) {
1020 case MESA_FORMAT_ARGB8888:
1021 return GL_BGRA;
1022 case MESA_FORMAT_RGB565:
1023 return GL_BGR;
1024 default:
1025 return GL_RGBA;
1026 }
1027 }
1028
1029
1030 /**
1031 * Used to answer the GL_IMPLEMENTATION_COLOR_READ_TYPE_OES query.
1032 */
1033 GLenum
1034 _mesa_get_color_read_type(struct gl_context *ctx)
1035 {
1036 switch (ctx->ReadBuffer->_ColorReadBuffer->Format) {
1037 case MESA_FORMAT_ARGB8888:
1038 return GL_UNSIGNED_BYTE;
1039 case MESA_FORMAT_RGB565:
1040 return GL_UNSIGNED_SHORT_5_6_5_REV;
1041 default:
1042 return GL_UNSIGNED_BYTE;
1043 }
1044 }
1045
1046
1047 /**
1048 * Print framebuffer info to stderr, for debugging.
1049 */
1050 void
1051 _mesa_print_framebuffer(const struct gl_framebuffer *fb)
1052 {
1053 GLuint i;
1054
1055 fprintf(stderr, "Mesa Framebuffer %u at %p\n", fb->Name, (void *) fb);
1056 fprintf(stderr, " Size: %u x %u Status: %s\n", fb->Width, fb->Height,
1057 _mesa_lookup_enum_by_nr(fb->_Status));
1058 fprintf(stderr, " Attachments:\n");
1059
1060 for (i = 0; i < BUFFER_COUNT; i++) {
1061 const struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
1062 if (att->Type == GL_TEXTURE) {
1063 const struct gl_texture_image *texImage;
1064 fprintf(stderr,
1065 " %2d: Texture %u, level %u, face %u, slice %u, complete %d\n",
1066 i, att->Texture->Name, att->TextureLevel, att->CubeMapFace,
1067 att->Zoffset, att->Complete);
1068 texImage = att->Texture->Image[att->CubeMapFace][att->TextureLevel];
1069 fprintf(stderr, " Size: %u x %u x %u Format %s\n",
1070 texImage->Width, texImage->Height, texImage->Depth,
1071 _mesa_get_format_name(texImage->TexFormat));
1072 }
1073 else if (att->Type == GL_RENDERBUFFER) {
1074 fprintf(stderr, " %2d: Renderbuffer %u, complete %d\n",
1075 i, att->Renderbuffer->Name, att->Complete);
1076 fprintf(stderr, " Size: %u x %u Format %s\n",
1077 att->Renderbuffer->Width, att->Renderbuffer->Height,
1078 _mesa_get_format_name(att->Renderbuffer->Format));
1079 }
1080 else {
1081 fprintf(stderr, " %2d: none\n", i);
1082 }
1083 }
1084 }