2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
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:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
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.
27 * Functions for allocating/managing framebuffers and renderbuffers.
28 * Also, routines for reading/writing renderbuffer data as ubytes,
29 * ushorts, uints, etc.
42 #include "framebuffer.h"
43 #include "renderbuffer.h"
49 * Compute/set the _DepthMax field for the given framebuffer.
50 * This value depends on the Z buffer resolution.
53 compute_depth_max(struct gl_framebuffer
*fb
)
55 if (fb
->Visual
.depthBits
== 0) {
56 /* Special case. Even if we don't have a depth buffer we need
57 * good values for DepthMax for Z vertex transformation purposes
58 * and for per-fragment fog computation.
60 fb
->_DepthMax
= (1 << 16) - 1;
62 else if (fb
->Visual
.depthBits
< 32) {
63 fb
->_DepthMax
= (1 << fb
->Visual
.depthBits
) - 1;
66 /* Special case since shift values greater than or equal to the
67 * number of bits in the left hand expression's type are undefined.
69 fb
->_DepthMax
= 0xffffffff;
71 fb
->_DepthMaxF
= (GLfloat
) fb
->_DepthMax
;
73 /* Minimum resolvable depth value, for polygon offset */
74 fb
->_MRD
= (GLfloat
)1.0 / fb
->_DepthMaxF
;
78 * Create and initialize a gl_framebuffer object.
79 * This is intended for creating _window_system_ framebuffers, not generic
80 * framebuffer objects ala GL_EXT_framebuffer_object.
82 * \sa _mesa_new_framebuffer
84 struct gl_framebuffer
*
85 _mesa_create_framebuffer(const struct gl_config
*visual
)
87 struct gl_framebuffer
*fb
= CALLOC_STRUCT(gl_framebuffer
);
90 _mesa_initialize_window_framebuffer(fb
, visual
);
97 * Allocate a new gl_framebuffer object.
98 * This is the default function for ctx->Driver.NewFramebuffer().
99 * This is for allocating user-created framebuffers, not window-system
101 * \sa _mesa_create_framebuffer
103 struct gl_framebuffer
*
104 _mesa_new_framebuffer(struct gl_context
*ctx
, GLuint name
)
106 struct gl_framebuffer
*fb
;
109 fb
= CALLOC_STRUCT(gl_framebuffer
);
111 _mesa_initialize_user_framebuffer(fb
, name
);
118 * Initialize a gl_framebuffer object. Typically used to initialize
119 * window system-created framebuffers, not user-created framebuffers.
120 * \sa _mesa_initialize_user_framebuffer
123 _mesa_initialize_window_framebuffer(struct gl_framebuffer
*fb
,
124 const struct gl_config
*visual
)
129 memset(fb
, 0, sizeof(struct gl_framebuffer
));
131 _glthread_INIT_MUTEX(fb
->Mutex
);
135 /* save the visual */
136 fb
->Visual
= *visual
;
138 /* Init read/draw renderbuffer state */
139 if (visual
->doubleBufferMode
) {
140 fb
->_NumColorDrawBuffers
= 1;
141 fb
->ColorDrawBuffer
[0] = GL_BACK
;
142 fb
->_ColorDrawBufferIndexes
[0] = BUFFER_BACK_LEFT
;
143 fb
->ColorReadBuffer
= GL_BACK
;
144 fb
->_ColorReadBufferIndex
= BUFFER_BACK_LEFT
;
147 fb
->_NumColorDrawBuffers
= 1;
148 fb
->ColorDrawBuffer
[0] = GL_FRONT
;
149 fb
->_ColorDrawBufferIndexes
[0] = BUFFER_FRONT_LEFT
;
150 fb
->ColorReadBuffer
= GL_FRONT
;
151 fb
->_ColorReadBufferIndex
= BUFFER_FRONT_LEFT
;
154 fb
->Delete
= _mesa_destroy_framebuffer
;
155 fb
->_Status
= GL_FRAMEBUFFER_COMPLETE_EXT
;
157 compute_depth_max(fb
);
162 * Initialize a user-created gl_framebuffer object.
163 * \sa _mesa_initialize_window_framebuffer
166 _mesa_initialize_user_framebuffer(struct gl_framebuffer
*fb
, GLuint name
)
171 memset(fb
, 0, sizeof(struct gl_framebuffer
));
175 fb
->_NumColorDrawBuffers
= 1;
176 fb
->ColorDrawBuffer
[0] = GL_COLOR_ATTACHMENT0_EXT
;
177 fb
->_ColorDrawBufferIndexes
[0] = BUFFER_COLOR0
;
178 fb
->ColorReadBuffer
= GL_COLOR_ATTACHMENT0_EXT
;
179 fb
->_ColorReadBufferIndex
= BUFFER_COLOR0
;
180 fb
->Delete
= _mesa_destroy_framebuffer
;
181 _glthread_INIT_MUTEX(fb
->Mutex
);
186 * Deallocate buffer and everything attached to it.
187 * Typically called via the gl_framebuffer->Delete() method.
190 _mesa_destroy_framebuffer(struct gl_framebuffer
*fb
)
193 _mesa_free_framebuffer_data(fb
);
200 * Free all the data hanging off the given gl_framebuffer, but don't free
201 * the gl_framebuffer object itself.
204 _mesa_free_framebuffer_data(struct gl_framebuffer
*fb
)
209 assert(fb
->RefCount
== 0);
211 _glthread_DESTROY_MUTEX(fb
->Mutex
);
213 for (i
= 0; i
< BUFFER_COUNT
; i
++) {
214 struct gl_renderbuffer_attachment
*att
= &fb
->Attachment
[i
];
215 if (att
->Renderbuffer
) {
216 _mesa_reference_renderbuffer(&att
->Renderbuffer
, NULL
);
219 _mesa_reference_texobj(&att
->Texture
, NULL
);
221 ASSERT(!att
->Renderbuffer
);
222 ASSERT(!att
->Texture
);
226 /* unbind _Depth/_StencilBuffer to decr ref counts */
227 _mesa_reference_renderbuffer(&fb
->_DepthBuffer
, NULL
);
228 _mesa_reference_renderbuffer(&fb
->_StencilBuffer
, NULL
);
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.
238 _mesa_reference_framebuffer_(struct gl_framebuffer
**ptr
,
239 struct gl_framebuffer
*fb
)
242 /* unreference old renderbuffer */
243 GLboolean deleteFlag
= GL_FALSE
;
244 struct gl_framebuffer
*oldFb
= *ptr
;
246 _glthread_LOCK_MUTEX(oldFb
->Mutex
);
247 ASSERT(oldFb
->RefCount
> 0);
249 deleteFlag
= (oldFb
->RefCount
== 0);
250 _glthread_UNLOCK_MUTEX(oldFb
->Mutex
);
253 oldFb
->Delete(oldFb
);
260 _glthread_LOCK_MUTEX(fb
->Mutex
);
262 _glthread_UNLOCK_MUTEX(fb
->Mutex
);
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.
275 * \note it's possible for ctx to be null since a window can be resized
276 * without a currently bound rendering context.
279 _mesa_resize_framebuffer(struct gl_context
*ctx
, struct gl_framebuffer
*fb
,
280 GLuint width
, GLuint height
)
284 /* XXX I think we could check if the size is not changing
288 /* For window system framebuffers, Name is zero */
289 assert(fb
->Name
== 0);
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
);
302 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "Resizing framebuffer");
309 if (fb
->_DepthBuffer
) {
310 struct gl_renderbuffer
*rb
= fb
->_DepthBuffer
;
311 if (rb
->Width
!= width
|| rb
->Height
!= height
) {
312 if (!rb
->AllocStorage(ctx
, rb
, rb
->InternalFormat
, width
, height
)) {
313 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "Resizing framebuffer");
318 if (fb
->_StencilBuffer
) {
319 struct gl_renderbuffer
*rb
= fb
->_StencilBuffer
;
320 if (rb
->Width
!= width
|| rb
->Height
!= height
) {
321 if (!rb
->AllocStorage(ctx
, rb
, rb
->InternalFormat
, width
, height
)) {
322 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "Resizing framebuffer");
331 /* update scissor / window bounds */
332 _mesa_update_draw_buffer_bounds(ctx
);
333 /* Signal new buffer state so that swrast will update its clipping
334 * info (the CLIP_BIT flag).
336 ctx
->NewState
|= _NEW_BUFFERS
;
343 * XXX THIS IS OBSOLETE - drivers should take care of detecting window
344 * size changes and act accordingly, likely calling _mesa_resize_framebuffer().
346 * GL_MESA_resize_buffers extension.
348 * When this function is called, we'll ask the window system how large
349 * the current window is. If it's a new size, we'll call the driver's
350 * ResizeBuffers function. The driver will then resize its color buffers
351 * as needed, and maybe call the swrast's routine for reallocating
352 * swrast-managed depth/stencil/accum/etc buffers.
353 * \note This function should only be called through the GL API, not
354 * from device drivers (as was done in the past).
357 _mesa_resizebuffers( struct gl_context
*ctx
)
359 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx
);
361 if (MESA_VERBOSE
& VERBOSE_API
)
362 _mesa_debug(ctx
, "glResizeBuffersMESA\n");
364 if (!ctx
->Driver
.GetBufferSize
) {
368 if (ctx
->WinSysDrawBuffer
) {
369 GLuint newWidth
, newHeight
;
370 struct gl_framebuffer
*buffer
= ctx
->WinSysDrawBuffer
;
372 assert(buffer
->Name
== 0);
374 /* ask device driver for size of output buffer */
375 ctx
->Driver
.GetBufferSize( buffer
, &newWidth
, &newHeight
);
377 /* see if size of device driver's color buffer (window) has changed */
378 if (buffer
->Width
!= newWidth
|| buffer
->Height
!= newHeight
) {
379 if (ctx
->Driver
.ResizeBuffers
)
380 ctx
->Driver
.ResizeBuffers(ctx
, buffer
, newWidth
, newHeight
);
384 if (ctx
->WinSysReadBuffer
385 && ctx
->WinSysReadBuffer
!= ctx
->WinSysDrawBuffer
) {
386 GLuint newWidth
, newHeight
;
387 struct gl_framebuffer
*buffer
= ctx
->WinSysReadBuffer
;
389 assert(buffer
->Name
== 0);
391 /* ask device driver for size of read buffer */
392 ctx
->Driver
.GetBufferSize( buffer
, &newWidth
, &newHeight
);
394 /* see if size of device driver's color buffer (window) has changed */
395 if (buffer
->Width
!= newWidth
|| buffer
->Height
!= newHeight
) {
396 if (ctx
->Driver
.ResizeBuffers
)
397 ctx
->Driver
.ResizeBuffers(ctx
, buffer
, newWidth
, newHeight
);
401 ctx
->NewState
|= _NEW_BUFFERS
; /* to update scissor / window bounds */
406 * XXX THIS IS OBSOLETE
409 _mesa_ResizeBuffersMESA( void )
411 GET_CURRENT_CONTEXT(ctx
);
413 if (ctx
->Extensions
.MESA_resize_buffers
)
414 _mesa_resizebuffers( ctx
);
420 * Examine all the framebuffer's renderbuffers to update the Width/Height
421 * fields of the framebuffer. If we have renderbuffers with different
422 * sizes, set the framebuffer's width and height to the min size.
423 * Note: this is only intended for user-created framebuffers, not
424 * window-system framebuffes.
427 update_framebuffer_size(struct gl_context
*ctx
, struct gl_framebuffer
*fb
)
429 GLuint minWidth
= ~0, minHeight
= ~0;
432 /* user-created framebuffers only */
435 for (i
= 0; i
< BUFFER_COUNT
; i
++) {
436 struct gl_renderbuffer_attachment
*att
= &fb
->Attachment
[i
];
437 const struct gl_renderbuffer
*rb
= att
->Renderbuffer
;
439 minWidth
= MIN2(minWidth
, rb
->Width
);
440 minHeight
= MIN2(minHeight
, rb
->Height
);
444 if (minWidth
!= ~0) {
445 fb
->Width
= minWidth
;
446 fb
->Height
= minHeight
;
456 * Update the context's current drawing buffer's Xmin, Xmax, Ymin, Ymax fields.
457 * These values are computed from the buffer's width and height and
458 * the scissor box, if it's enabled.
459 * \param ctx the GL context.
462 _mesa_update_draw_buffer_bounds(struct gl_context
*ctx
)
464 struct gl_framebuffer
*buffer
= ctx
->DrawBuffer
;
470 /* user-created framebuffer size depends on the renderbuffers */
471 update_framebuffer_size(ctx
, buffer
);
476 buffer
->_Xmax
= buffer
->Width
;
477 buffer
->_Ymax
= buffer
->Height
;
479 if (ctx
->Scissor
.Enabled
) {
480 if (ctx
->Scissor
.X
> buffer
->_Xmin
) {
481 buffer
->_Xmin
= ctx
->Scissor
.X
;
483 if (ctx
->Scissor
.Y
> buffer
->_Ymin
) {
484 buffer
->_Ymin
= ctx
->Scissor
.Y
;
486 if (ctx
->Scissor
.X
+ ctx
->Scissor
.Width
< buffer
->_Xmax
) {
487 buffer
->_Xmax
= ctx
->Scissor
.X
+ ctx
->Scissor
.Width
;
489 if (ctx
->Scissor
.Y
+ ctx
->Scissor
.Height
< buffer
->_Ymax
) {
490 buffer
->_Ymax
= ctx
->Scissor
.Y
+ ctx
->Scissor
.Height
;
492 /* finally, check for empty region */
493 if (buffer
->_Xmin
> buffer
->_Xmax
) {
494 buffer
->_Xmin
= buffer
->_Xmax
;
496 if (buffer
->_Ymin
> buffer
->_Ymax
) {
497 buffer
->_Ymin
= buffer
->_Ymax
;
501 ASSERT(buffer
->_Xmin
<= buffer
->_Xmax
);
502 ASSERT(buffer
->_Ymin
<= buffer
->_Ymax
);
507 * The glGet queries of the framebuffer red/green/blue size, stencil size,
508 * etc. are satisfied by the fields of ctx->DrawBuffer->Visual. These can
509 * change depending on the renderbuffer bindings. This function updates
510 * the given framebuffer's Visual from the current renderbuffer bindings.
512 * This may apply to user-created framebuffers or window system framebuffers.
514 * Also note: ctx->DrawBuffer->Visual.depthBits might not equal
515 * ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer.DepthBits.
516 * The former one is used to convert floating point depth values into
520 _mesa_update_framebuffer_visual(struct gl_context
*ctx
,
521 struct gl_framebuffer
*fb
)
525 memset(&fb
->Visual
, 0, sizeof(fb
->Visual
));
526 fb
->Visual
.rgbMode
= GL_TRUE
; /* assume this */
528 #if 0 /* this _might_ be needed */
529 if (fb
->_Status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
530 /* leave visual fields zero'd */
535 /* find first RGB renderbuffer */
536 for (i
= 0; i
< BUFFER_COUNT
; i
++) {
537 if (fb
->Attachment
[i
].Renderbuffer
) {
538 const struct gl_renderbuffer
*rb
= fb
->Attachment
[i
].Renderbuffer
;
539 const GLenum baseFormat
= _mesa_get_format_base_format(rb
->Format
);
540 const gl_format fmt
= rb
->Format
;
542 if (_mesa_is_legal_color_format(ctx
, baseFormat
)) {
543 fb
->Visual
.redBits
= _mesa_get_format_bits(fmt
, GL_RED_BITS
);
544 fb
->Visual
.greenBits
= _mesa_get_format_bits(fmt
, GL_GREEN_BITS
);
545 fb
->Visual
.blueBits
= _mesa_get_format_bits(fmt
, GL_BLUE_BITS
);
546 fb
->Visual
.alphaBits
= _mesa_get_format_bits(fmt
, GL_ALPHA_BITS
);
547 fb
->Visual
.rgbBits
= fb
->Visual
.redBits
548 + fb
->Visual
.greenBits
+ fb
->Visual
.blueBits
;
549 fb
->Visual
.samples
= rb
->NumSamples
;
550 fb
->Visual
.sampleBuffers
= rb
->NumSamples
> 0 ? 1 : 0;
551 if (_mesa_get_format_color_encoding(fmt
) == GL_SRGB
)
552 fb
->Visual
.sRGBCapable
= ctx
->Const
.sRGBCapable
;
558 fb
->Visual
.floatMode
= GL_FALSE
;
559 for (i
= 0; i
< BUFFER_COUNT
; i
++) {
560 if (fb
->Attachment
[i
].Renderbuffer
) {
561 const struct gl_renderbuffer
*rb
= fb
->Attachment
[i
].Renderbuffer
;
562 const gl_format fmt
= rb
->Format
;
564 if (_mesa_get_format_datatype(fmt
) == GL_FLOAT
) {
565 fb
->Visual
.floatMode
= GL_TRUE
;
571 if (fb
->Attachment
[BUFFER_DEPTH
].Renderbuffer
) {
572 const struct gl_renderbuffer
*rb
=
573 fb
->Attachment
[BUFFER_DEPTH
].Renderbuffer
;
574 const gl_format fmt
= rb
->Format
;
575 fb
->Visual
.haveDepthBuffer
= GL_TRUE
;
576 fb
->Visual
.depthBits
= _mesa_get_format_bits(fmt
, GL_DEPTH_BITS
);
579 if (fb
->Attachment
[BUFFER_STENCIL
].Renderbuffer
) {
580 const struct gl_renderbuffer
*rb
=
581 fb
->Attachment
[BUFFER_STENCIL
].Renderbuffer
;
582 const gl_format fmt
= rb
->Format
;
583 fb
->Visual
.haveStencilBuffer
= GL_TRUE
;
584 fb
->Visual
.stencilBits
= _mesa_get_format_bits(fmt
, GL_STENCIL_BITS
);
587 if (fb
->Attachment
[BUFFER_ACCUM
].Renderbuffer
) {
588 const struct gl_renderbuffer
*rb
=
589 fb
->Attachment
[BUFFER_ACCUM
].Renderbuffer
;
590 const gl_format fmt
= rb
->Format
;
591 fb
->Visual
.haveAccumBuffer
= GL_TRUE
;
592 fb
->Visual
.accumRedBits
= _mesa_get_format_bits(fmt
, GL_RED_BITS
);
593 fb
->Visual
.accumGreenBits
= _mesa_get_format_bits(fmt
, GL_GREEN_BITS
);
594 fb
->Visual
.accumBlueBits
= _mesa_get_format_bits(fmt
, GL_BLUE_BITS
);
595 fb
->Visual
.accumAlphaBits
= _mesa_get_format_bits(fmt
, GL_ALPHA_BITS
);
598 compute_depth_max(fb
);
603 * Example DrawBuffers scenarios:
605 * 1. glDrawBuffer(GL_FRONT_AND_BACK), fixed-func or shader writes to
606 * "gl_FragColor" or program writes to the "result.color" register:
608 * fragment color output renderbuffer
609 * --------------------- ---------------
610 * color[0] Front, Back
613 * 2. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]), shader writes to
614 * gl_FragData[i] or program writes to result.color[i] registers:
616 * fragment color output renderbuffer
617 * --------------------- ---------------
623 * 3. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]) and shader writes to
624 * gl_FragColor, or fixed function:
626 * fragment color output renderbuffer
627 * --------------------- ---------------
628 * color[0] Front, Aux0, Aux1
631 * In either case, the list of renderbuffers is stored in the
632 * framebuffer->_ColorDrawBuffers[] array and
633 * framebuffer->_NumColorDrawBuffers indicates the number of buffers.
634 * The renderer (like swrast) has to look at the current fragment shader
635 * to see if it writes to gl_FragColor vs. gl_FragData[i] to determine
636 * how to map color outputs to renderbuffers.
638 * Note that these two calls are equivalent (for fixed function fragment
640 * a) glDrawBuffer(GL_FRONT_AND_BACK); (assuming non-stereo framebuffer)
641 * b) glDrawBuffers(2, [GL_FRONT_LEFT, GL_BACK_LEFT]);
648 * Update the (derived) list of color drawing renderbuffer pointers.
649 * Later, when we're rendering we'll loop from 0 to _NumColorDrawBuffers
653 update_color_draw_buffers(struct gl_context
*ctx
, struct gl_framebuffer
*fb
)
657 /* set 0th buffer to NULL now in case _NumColorDrawBuffers is zero */
658 fb
->_ColorDrawBuffers
[0] = NULL
;
660 for (output
= 0; output
< fb
->_NumColorDrawBuffers
; output
++) {
661 GLint buf
= fb
->_ColorDrawBufferIndexes
[output
];
663 fb
->_ColorDrawBuffers
[output
] = fb
->Attachment
[buf
].Renderbuffer
;
666 fb
->_ColorDrawBuffers
[output
] = NULL
;
673 * Update the (derived) color read renderbuffer pointer.
674 * Unlike the DrawBuffer, we can only read from one (or zero) color buffers.
677 update_color_read_buffer(struct gl_context
*ctx
, struct gl_framebuffer
*fb
)
680 if (fb
->_ColorReadBufferIndex
== -1 ||
684 fb
->_ColorReadBuffer
= NULL
; /* legal! */
687 ASSERT(fb
->_ColorReadBufferIndex
>= 0);
688 ASSERT(fb
->_ColorReadBufferIndex
< BUFFER_COUNT
);
690 = fb
->Attachment
[fb
->_ColorReadBufferIndex
].Renderbuffer
;
696 * Update a gl_framebuffer's derived state.
698 * Specifically, update these framebuffer fields:
700 * _NumColorDrawBuffers
705 * If the framebuffer is user-created, make sure it's complete.
707 * The following functions (at least) can effect framebuffer state:
708 * glReadBuffer, glDrawBuffer, glDrawBuffersARB, glFramebufferRenderbufferEXT,
709 * glRenderbufferStorageEXT.
712 update_framebuffer(struct gl_context
*ctx
, struct gl_framebuffer
*fb
)
715 /* This is a window-system framebuffer */
716 /* Need to update the FB's GL_DRAW_BUFFER state to match the
717 * context state (GL_READ_BUFFER too).
719 if (fb
->ColorDrawBuffer
[0] != ctx
->Color
.DrawBuffer
[0]) {
720 _mesa_drawbuffers(ctx
, ctx
->Const
.MaxDrawBuffers
,
721 ctx
->Color
.DrawBuffer
, NULL
);
725 /* This is a user-created framebuffer.
726 * Completeness only matters for user-created framebuffers.
728 if (fb
->_Status
!= GL_FRAMEBUFFER_COMPLETE
) {
729 _mesa_test_framebuffer_completeness(ctx
, fb
);
733 /* Strictly speaking, we don't need to update the draw-state
734 * if this FB is bound as ctx->ReadBuffer (and conversely, the
735 * read-state if this FB is bound as ctx->DrawBuffer), but no
738 update_color_draw_buffers(ctx
, fb
);
739 update_color_read_buffer(ctx
, fb
);
741 compute_depth_max(fb
);
746 * Update state related to the current draw/read framebuffers.
749 _mesa_update_framebuffer(struct gl_context
*ctx
)
751 struct gl_framebuffer
*drawFb
;
752 struct gl_framebuffer
*readFb
;
755 drawFb
= ctx
->DrawBuffer
;
756 readFb
= ctx
->ReadBuffer
;
758 update_framebuffer(ctx
, drawFb
);
759 if (readFb
!= drawFb
)
760 update_framebuffer(ctx
, readFb
);
765 * Check if the renderbuffer for a read/draw operation exists.
766 * \param format a basic image format such as GL_RGB, GL_RGBA, GL_ALPHA,
767 * GL_DEPTH_COMPONENT, etc. or GL_COLOR, GL_DEPTH, GL_STENCIL.
768 * \param reading if TRUE, we're going to read from the buffer,
769 if FALSE, we're going to write to the buffer.
770 * \return GL_TRUE if buffer exists, GL_FALSE otherwise
773 renderbuffer_exists(struct gl_context
*ctx
,
774 struct gl_framebuffer
*fb
,
778 const struct gl_renderbuffer_attachment
*att
= fb
->Attachment
;
780 /* If we don't know the framebuffer status, update it now */
781 if (fb
->_Status
== 0) {
782 _mesa_test_framebuffer_completeness(ctx
, fb
);
785 if (fb
->_Status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
796 case GL_LUMINANCE_ALPHA
:
804 case GL_RED_INTEGER_EXT
:
806 case GL_GREEN_INTEGER_EXT
:
807 case GL_BLUE_INTEGER_EXT
:
808 case GL_ALPHA_INTEGER_EXT
:
809 case GL_RGB_INTEGER_EXT
:
810 case GL_RGBA_INTEGER_EXT
:
811 case GL_BGR_INTEGER_EXT
:
812 case GL_BGRA_INTEGER_EXT
:
813 case GL_LUMINANCE_INTEGER_EXT
:
814 case GL_LUMINANCE_ALPHA_INTEGER_EXT
:
816 /* about to read from a color buffer */
817 const struct gl_renderbuffer
*readBuf
= fb
->_ColorReadBuffer
;
821 ASSERT(_mesa_get_format_bits(readBuf
->Format
, GL_RED_BITS
) > 0 ||
822 _mesa_get_format_bits(readBuf
->Format
, GL_ALPHA_BITS
) > 0 ||
823 _mesa_get_format_bits(readBuf
->Format
, GL_TEXTURE_LUMINANCE_SIZE
) > 0 ||
824 _mesa_get_format_bits(readBuf
->Format
, GL_TEXTURE_INTENSITY_SIZE
) > 0 ||
825 _mesa_get_format_bits(readBuf
->Format
, GL_INDEX_BITS
) > 0);
828 /* about to draw to zero or more color buffers (none is OK) */
833 case GL_DEPTH_COMPONENT
:
834 if (att
[BUFFER_DEPTH
].Type
== GL_NONE
) {
839 case GL_STENCIL_INDEX
:
840 if (att
[BUFFER_STENCIL
].Type
== GL_NONE
) {
844 case GL_DEPTH_STENCIL_EXT
:
845 if (att
[BUFFER_DEPTH
].Type
== GL_NONE
||
846 att
[BUFFER_STENCIL
].Type
== GL_NONE
) {
852 "Unexpected format 0x%x in renderbuffer_exists",
863 * Check if the renderbuffer for a read operation (glReadPixels, glCopyPixels,
864 * glCopyTex[Sub]Image, etc) exists.
865 * \param format a basic image format such as GL_RGB, GL_RGBA, GL_ALPHA,
866 * GL_DEPTH_COMPONENT, etc. or GL_COLOR, GL_DEPTH, GL_STENCIL.
867 * \return GL_TRUE if buffer exists, GL_FALSE otherwise
870 _mesa_source_buffer_exists(struct gl_context
*ctx
, GLenum format
)
872 return renderbuffer_exists(ctx
, ctx
->ReadBuffer
, format
, GL_TRUE
);
877 * As above, but for drawing operations.
878 * XXX could do some code merging w/ above function.
881 _mesa_dest_buffer_exists(struct gl_context
*ctx
, GLenum format
)
883 return renderbuffer_exists(ctx
, ctx
->DrawBuffer
, format
, GL_FALSE
);
888 * Used to answer the GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES query.
891 _mesa_get_color_read_format(struct gl_context
*ctx
)
893 switch (ctx
->ReadBuffer
->_ColorReadBuffer
->Format
) {
894 case MESA_FORMAT_ARGB8888
:
896 case MESA_FORMAT_RGB565
:
905 * Used to answer the GL_IMPLEMENTATION_COLOR_READ_TYPE_OES query.
908 _mesa_get_color_read_type(struct gl_context
*ctx
)
910 switch (ctx
->ReadBuffer
->_ColorReadBuffer
->Format
) {
911 case MESA_FORMAT_ARGB8888
:
912 return GL_UNSIGNED_BYTE
;
913 case MESA_FORMAT_RGB565
:
914 return GL_UNSIGNED_SHORT_5_6_5_REV
;
916 return GL_UNSIGNED_BYTE
;
922 * Print framebuffer info to stderr, for debugging.
925 _mesa_print_framebuffer(const struct gl_framebuffer
*fb
)
929 fprintf(stderr
, "Mesa Framebuffer %u at %p\n", fb
->Name
, (void *) fb
);
930 fprintf(stderr
, " Size: %u x %u Status: %s\n", fb
->Width
, fb
->Height
,
931 _mesa_lookup_enum_by_nr(fb
->_Status
));
932 fprintf(stderr
, " Attachments:\n");
934 for (i
= 0; i
< BUFFER_COUNT
; i
++) {
935 const struct gl_renderbuffer_attachment
*att
= &fb
->Attachment
[i
];
936 if (att
->Type
== GL_TEXTURE
) {
937 const struct gl_texture_image
*texImage
=
938 _mesa_get_attachment_teximage_const(att
);
940 " %2d: Texture %u, level %u, face %u, slice %u, complete %d\n",
941 i
, att
->Texture
->Name
, att
->TextureLevel
, att
->CubeMapFace
,
942 att
->Zoffset
, att
->Complete
);
943 fprintf(stderr
, " Size: %u x %u x %u Format %s\n",
944 texImage
->Width
, texImage
->Height
, texImage
->Depth
,
945 _mesa_get_format_name(texImage
->TexFormat
));
947 else if (att
->Type
== GL_RENDERBUFFER
) {
948 fprintf(stderr
, " %2d: Renderbuffer %u, complete %d\n",
949 i
, att
->Renderbuffer
->Name
, att
->Complete
);
950 fprintf(stderr
, " Size: %u x %u Format %s\n",
951 att
->Renderbuffer
->Width
, att
->Renderbuffer
->Height
,
952 _mesa_get_format_name(att
->Renderbuffer
->Format
));
955 fprintf(stderr
, " %2d: none\n", i
);