mesa: remove outdated version lines in comments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