Merge remote branch 'origin/master' into pipe-video
[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_context *ctx,
526 struct gl_framebuffer *fb)
527 {
528 GLuint i;
529
530 memset(&fb->Visual, 0, sizeof(fb->Visual));
531 fb->Visual.rgbMode = GL_TRUE; /* assume this */
532
533 #if 0 /* this _might_ be needed */
534 if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
535 /* leave visual fields zero'd */
536 return;
537 }
538 #endif
539
540 /* find first RGB renderbuffer */
541 for (i = 0; i < BUFFER_COUNT; i++) {
542 if (fb->Attachment[i].Renderbuffer) {
543 const struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer;
544 const GLenum baseFormat = _mesa_get_format_base_format(rb->Format);
545 const gl_format fmt = rb->Format;
546
547 if (_mesa_is_legal_color_format(ctx, baseFormat)) {
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.samples = rb->NumSamples;
555 if (_mesa_get_format_color_encoding(fmt) == GL_SRGB)
556 fb->Visual.sRGBCapable = ctx->Const.sRGBCapable;
557 break;
558 }
559 }
560 }
561
562 fb->Visual.floatMode = GL_FALSE;
563 for (i = 0; i < BUFFER_COUNT; i++) {
564 if (fb->Attachment[i].Renderbuffer) {
565 const struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer;
566 const gl_format fmt = rb->Format;
567
568 if (_mesa_get_format_datatype(fmt) == GL_FLOAT) {
569 fb->Visual.floatMode = GL_TRUE;
570 break;
571 }
572 }
573 }
574
575 if (fb->Attachment[BUFFER_DEPTH].Renderbuffer) {
576 const struct gl_renderbuffer *rb =
577 fb->Attachment[BUFFER_DEPTH].Renderbuffer;
578 const gl_format fmt = rb->Format;
579 fb->Visual.haveDepthBuffer = GL_TRUE;
580 fb->Visual.depthBits = _mesa_get_format_bits(fmt, GL_DEPTH_BITS);
581 }
582
583 if (fb->Attachment[BUFFER_STENCIL].Renderbuffer) {
584 const struct gl_renderbuffer *rb =
585 fb->Attachment[BUFFER_STENCIL].Renderbuffer;
586 const gl_format fmt = rb->Format;
587 fb->Visual.haveStencilBuffer = GL_TRUE;
588 fb->Visual.stencilBits = _mesa_get_format_bits(fmt, GL_STENCIL_BITS);
589 }
590
591 if (fb->Attachment[BUFFER_ACCUM].Renderbuffer) {
592 const struct gl_renderbuffer *rb =
593 fb->Attachment[BUFFER_ACCUM].Renderbuffer;
594 const gl_format fmt = rb->Format;
595 fb->Visual.haveAccumBuffer = GL_TRUE;
596 fb->Visual.accumRedBits = _mesa_get_format_bits(fmt, GL_RED_BITS);
597 fb->Visual.accumGreenBits = _mesa_get_format_bits(fmt, GL_GREEN_BITS);
598 fb->Visual.accumBlueBits = _mesa_get_format_bits(fmt, GL_BLUE_BITS);
599 fb->Visual.accumAlphaBits = _mesa_get_format_bits(fmt, GL_ALPHA_BITS);
600 }
601
602 compute_depth_max(fb);
603 }
604
605
606 /**
607 * Update the framebuffer's _DepthBuffer field using the renderbuffer
608 * found at the given attachment index.
609 *
610 * If that attachment points to a combined GL_DEPTH_STENCIL renderbuffer,
611 * create and install a depth wrapper/adaptor.
612 *
613 * \param fb the framebuffer whose _DepthBuffer field to update
614 * \param attIndex indicates the renderbuffer to possibly wrap
615 */
616 void
617 _mesa_update_depth_buffer(struct gl_context *ctx,
618 struct gl_framebuffer *fb,
619 GLuint attIndex)
620 {
621 struct gl_renderbuffer *depthRb;
622
623 /* only one possiblity for now */
624 ASSERT(attIndex == BUFFER_DEPTH);
625
626 depthRb = fb->Attachment[attIndex].Renderbuffer;
627
628 if (depthRb && _mesa_is_format_packed_depth_stencil(depthRb->Format)) {
629 /* The attached depth buffer is a GL_DEPTH_STENCIL renderbuffer */
630 if (!fb->_DepthBuffer
631 || fb->_DepthBuffer->Wrapped != depthRb
632 || _mesa_get_format_base_format(fb->_DepthBuffer->Format) != GL_DEPTH_COMPONENT) {
633 /* need to update wrapper */
634 struct gl_renderbuffer *wrapper
635 = _mesa_new_z24_renderbuffer_wrapper(ctx, depthRb);
636 _mesa_reference_renderbuffer(&fb->_DepthBuffer, wrapper);
637 ASSERT(fb->_DepthBuffer->Wrapped == depthRb);
638 }
639 }
640 else {
641 /* depthRb may be null */
642 _mesa_reference_renderbuffer(&fb->_DepthBuffer, depthRb);
643 }
644 }
645
646
647 /**
648 * Update the framebuffer's _StencilBuffer field using the renderbuffer
649 * found at the given attachment index.
650 *
651 * If that attachment points to a combined GL_DEPTH_STENCIL renderbuffer,
652 * create and install a stencil wrapper/adaptor.
653 *
654 * \param fb the framebuffer whose _StencilBuffer field to update
655 * \param attIndex indicates the renderbuffer to possibly wrap
656 */
657 void
658 _mesa_update_stencil_buffer(struct gl_context *ctx,
659 struct gl_framebuffer *fb,
660 GLuint attIndex)
661 {
662 struct gl_renderbuffer *stencilRb;
663
664 ASSERT(attIndex == BUFFER_DEPTH ||
665 attIndex == BUFFER_STENCIL);
666
667 stencilRb = fb->Attachment[attIndex].Renderbuffer;
668
669 if (stencilRb && _mesa_is_format_packed_depth_stencil(stencilRb->Format)) {
670 /* The attached stencil buffer is a GL_DEPTH_STENCIL renderbuffer */
671 if (!fb->_StencilBuffer
672 || fb->_StencilBuffer->Wrapped != stencilRb
673 || _mesa_get_format_base_format(fb->_StencilBuffer->Format) != GL_STENCIL_INDEX) {
674 /* need to update wrapper */
675 struct gl_renderbuffer *wrapper
676 = _mesa_new_s8_renderbuffer_wrapper(ctx, stencilRb);
677 _mesa_reference_renderbuffer(&fb->_StencilBuffer, wrapper);
678 ASSERT(fb->_StencilBuffer->Wrapped == stencilRb);
679 }
680 }
681 else {
682 /* stencilRb may be null */
683 _mesa_reference_renderbuffer(&fb->_StencilBuffer, stencilRb);
684 }
685 }
686
687
688 /*
689 * Example DrawBuffers scenarios:
690 *
691 * 1. glDrawBuffer(GL_FRONT_AND_BACK), fixed-func or shader writes to
692 * "gl_FragColor" or program writes to the "result.color" register:
693 *
694 * fragment color output renderbuffer
695 * --------------------- ---------------
696 * color[0] Front, Back
697 *
698 *
699 * 2. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]), shader writes to
700 * gl_FragData[i] or program writes to result.color[i] registers:
701 *
702 * fragment color output renderbuffer
703 * --------------------- ---------------
704 * color[0] Front
705 * color[1] Aux0
706 * color[3] Aux1
707 *
708 *
709 * 3. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]) and shader writes to
710 * gl_FragColor, or fixed function:
711 *
712 * fragment color output renderbuffer
713 * --------------------- ---------------
714 * color[0] Front, Aux0, Aux1
715 *
716 *
717 * In either case, the list of renderbuffers is stored in the
718 * framebuffer->_ColorDrawBuffers[] array and
719 * framebuffer->_NumColorDrawBuffers indicates the number of buffers.
720 * The renderer (like swrast) has to look at the current fragment shader
721 * to see if it writes to gl_FragColor vs. gl_FragData[i] to determine
722 * how to map color outputs to renderbuffers.
723 *
724 * Note that these two calls are equivalent (for fixed function fragment
725 * shading anyway):
726 * a) glDrawBuffer(GL_FRONT_AND_BACK); (assuming non-stereo framebuffer)
727 * b) glDrawBuffers(2, [GL_FRONT_LEFT, GL_BACK_LEFT]);
728 */
729
730
731
732
733 /**
734 * Update the (derived) list of color drawing renderbuffer pointers.
735 * Later, when we're rendering we'll loop from 0 to _NumColorDrawBuffers
736 * writing colors.
737 */
738 static void
739 update_color_draw_buffers(struct gl_context *ctx, struct gl_framebuffer *fb)
740 {
741 GLuint output;
742
743 /* set 0th buffer to NULL now in case _NumColorDrawBuffers is zero */
744 fb->_ColorDrawBuffers[0] = NULL;
745
746 for (output = 0; output < fb->_NumColorDrawBuffers; output++) {
747 GLint buf = fb->_ColorDrawBufferIndexes[output];
748 if (buf >= 0) {
749 fb->_ColorDrawBuffers[output] = fb->Attachment[buf].Renderbuffer;
750 }
751 else {
752 fb->_ColorDrawBuffers[output] = NULL;
753 }
754 }
755 }
756
757
758 /**
759 * Update the (derived) color read renderbuffer pointer.
760 * Unlike the DrawBuffer, we can only read from one (or zero) color buffers.
761 */
762 static void
763 update_color_read_buffer(struct gl_context *ctx, struct gl_framebuffer *fb)
764 {
765 (void) ctx;
766 if (fb->_ColorReadBufferIndex == -1 ||
767 fb->DeletePending ||
768 fb->Width == 0 ||
769 fb->Height == 0) {
770 fb->_ColorReadBuffer = NULL; /* legal! */
771 }
772 else {
773 ASSERT(fb->_ColorReadBufferIndex >= 0);
774 ASSERT(fb->_ColorReadBufferIndex < BUFFER_COUNT);
775 fb->_ColorReadBuffer
776 = fb->Attachment[fb->_ColorReadBufferIndex].Renderbuffer;
777 }
778 }
779
780
781 /**
782 * Update a gl_framebuffer's derived state.
783 *
784 * Specifically, update these framebuffer fields:
785 * _ColorDrawBuffers
786 * _NumColorDrawBuffers
787 * _ColorReadBuffer
788 * _DepthBuffer
789 * _StencilBuffer
790 *
791 * If the framebuffer is user-created, make sure it's complete.
792 *
793 * The following functions (at least) can effect framebuffer state:
794 * glReadBuffer, glDrawBuffer, glDrawBuffersARB, glFramebufferRenderbufferEXT,
795 * glRenderbufferStorageEXT.
796 */
797 static void
798 update_framebuffer(struct gl_context *ctx, struct gl_framebuffer *fb)
799 {
800 if (fb->Name == 0) {
801 /* This is a window-system framebuffer */
802 /* Need to update the FB's GL_DRAW_BUFFER state to match the
803 * context state (GL_READ_BUFFER too).
804 */
805 if (fb->ColorDrawBuffer[0] != ctx->Color.DrawBuffer[0]) {
806 _mesa_drawbuffers(ctx, ctx->Const.MaxDrawBuffers,
807 ctx->Color.DrawBuffer, NULL);
808 }
809 }
810 else {
811 /* This is a user-created framebuffer.
812 * Completeness only matters for user-created framebuffers.
813 */
814 if (fb->_Status != GL_FRAMEBUFFER_COMPLETE) {
815 _mesa_test_framebuffer_completeness(ctx, fb);
816 }
817 }
818
819 /* Strictly speaking, we don't need to update the draw-state
820 * if this FB is bound as ctx->ReadBuffer (and conversely, the
821 * read-state if this FB is bound as ctx->DrawBuffer), but no
822 * harm.
823 */
824 update_color_draw_buffers(ctx, fb);
825 update_color_read_buffer(ctx, fb);
826 _mesa_update_depth_buffer(ctx, fb, BUFFER_DEPTH);
827 _mesa_update_stencil_buffer(ctx, fb, BUFFER_STENCIL);
828
829 compute_depth_max(fb);
830 }
831
832
833 /**
834 * Update state related to the current draw/read framebuffers.
835 */
836 void
837 _mesa_update_framebuffer(struct gl_context *ctx)
838 {
839 struct gl_framebuffer *drawFb;
840 struct gl_framebuffer *readFb;
841
842 assert(ctx);
843 drawFb = ctx->DrawBuffer;
844 readFb = ctx->ReadBuffer;
845
846 update_framebuffer(ctx, drawFb);
847 if (readFb != drawFb)
848 update_framebuffer(ctx, readFb);
849 }
850
851
852 /**
853 * Check if the renderbuffer for a read operation (glReadPixels, glCopyPixels,
854 * glCopyTex[Sub]Image, etc) exists.
855 * \param format a basic image format such as GL_RGB, GL_RGBA, GL_ALPHA,
856 * GL_DEPTH_COMPONENT, etc. or GL_COLOR, GL_DEPTH, GL_STENCIL.
857 * \return GL_TRUE if buffer exists, GL_FALSE otherwise
858 */
859 GLboolean
860 _mesa_source_buffer_exists(struct gl_context *ctx, GLenum format)
861 {
862 const struct gl_renderbuffer_attachment *att = ctx->ReadBuffer->Attachment;
863
864 /* If we don't know the framebuffer status, update it now */
865 if (ctx->ReadBuffer->_Status == 0) {
866 _mesa_test_framebuffer_completeness(ctx, ctx->ReadBuffer);
867 }
868
869 if (ctx->ReadBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
870 return GL_FALSE;
871 }
872
873 switch (format) {
874 case GL_COLOR:
875 case GL_RED:
876 case GL_GREEN:
877 case GL_BLUE:
878 case GL_ALPHA:
879 case GL_LUMINANCE:
880 case GL_LUMINANCE_ALPHA:
881 case GL_INTENSITY:
882 case GL_RG:
883 case GL_RGB:
884 case GL_BGR:
885 case GL_RGBA:
886 case GL_BGRA:
887 case GL_ABGR_EXT:
888 case GL_COLOR_INDEX:
889 case GL_RED_INTEGER_EXT:
890 case GL_GREEN_INTEGER_EXT:
891 case GL_BLUE_INTEGER_EXT:
892 case GL_ALPHA_INTEGER_EXT:
893 case GL_RGB_INTEGER_EXT:
894 case GL_RGBA_INTEGER_EXT:
895 case GL_BGR_INTEGER_EXT:
896 case GL_BGRA_INTEGER_EXT:
897 case GL_LUMINANCE_INTEGER_EXT:
898 case GL_LUMINANCE_ALPHA_INTEGER_EXT:
899 if (ctx->ReadBuffer->_ColorReadBuffer == NULL) {
900 return GL_FALSE;
901 }
902 ASSERT(_mesa_get_format_bits(ctx->ReadBuffer->_ColorReadBuffer->Format, GL_RED_BITS) > 0 ||
903 _mesa_get_format_bits(ctx->ReadBuffer->_ColorReadBuffer->Format, GL_ALPHA_BITS) > 0 ||
904 _mesa_get_format_bits(ctx->ReadBuffer->_ColorReadBuffer->Format, GL_TEXTURE_LUMINANCE_SIZE) > 0 ||
905 _mesa_get_format_bits(ctx->ReadBuffer->_ColorReadBuffer->Format, GL_TEXTURE_INTENSITY_SIZE) > 0 ||
906 _mesa_get_format_bits(ctx->ReadBuffer->_ColorReadBuffer->Format, GL_INDEX_BITS) > 0);
907 break;
908 case GL_DEPTH:
909 case GL_DEPTH_COMPONENT:
910 if (!att[BUFFER_DEPTH].Renderbuffer) {
911 return GL_FALSE;
912 }
913 /*ASSERT(att[BUFFER_DEPTH].Renderbuffer->DepthBits > 0);*/
914 break;
915 case GL_STENCIL:
916 case GL_STENCIL_INDEX:
917 if (!att[BUFFER_STENCIL].Renderbuffer) {
918 return GL_FALSE;
919 }
920 /*ASSERT(att[BUFFER_STENCIL].Renderbuffer->StencilBits > 0);*/
921 break;
922 case GL_DEPTH_STENCIL_EXT:
923 if (!att[BUFFER_DEPTH].Renderbuffer ||
924 !att[BUFFER_STENCIL].Renderbuffer) {
925 return GL_FALSE;
926 }
927 /*
928 ASSERT(att[BUFFER_DEPTH].Renderbuffer->DepthBits > 0);
929 ASSERT(att[BUFFER_STENCIL].Renderbuffer->StencilBits > 0);
930 */
931 break;
932 default:
933 _mesa_problem(ctx,
934 "Unexpected format 0x%x in _mesa_source_buffer_exists",
935 format);
936 return GL_FALSE;
937 }
938
939 /* OK */
940 return GL_TRUE;
941 }
942
943
944 /**
945 * As above, but for drawing operations.
946 * XXX could do some code merging w/ above function.
947 */
948 GLboolean
949 _mesa_dest_buffer_exists(struct gl_context *ctx, GLenum format)
950 {
951 const struct gl_renderbuffer_attachment *att = ctx->DrawBuffer->Attachment;
952
953 /* If we don't know the framebuffer status, update it now */
954 if (ctx->DrawBuffer->_Status == 0) {
955 _mesa_test_framebuffer_completeness(ctx, ctx->DrawBuffer);
956 }
957
958 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
959 return GL_FALSE;
960 }
961
962 switch (format) {
963 case GL_COLOR:
964 case GL_RED:
965 case GL_GREEN:
966 case GL_BLUE:
967 case GL_ALPHA:
968 case GL_LUMINANCE:
969 case GL_LUMINANCE_ALPHA:
970 case GL_INTENSITY:
971 case GL_RGB:
972 case GL_BGR:
973 case GL_RGBA:
974 case GL_BGRA:
975 case GL_ABGR_EXT:
976 case GL_COLOR_INDEX:
977 case GL_RED_INTEGER_EXT:
978 case GL_GREEN_INTEGER_EXT:
979 case GL_BLUE_INTEGER_EXT:
980 case GL_ALPHA_INTEGER_EXT:
981 case GL_RGB_INTEGER_EXT:
982 case GL_RGBA_INTEGER_EXT:
983 case GL_BGR_INTEGER_EXT:
984 case GL_BGRA_INTEGER_EXT:
985 case GL_LUMINANCE_INTEGER_EXT:
986 case GL_LUMINANCE_ALPHA_INTEGER_EXT:
987 /* Nothing special since GL_DRAW_BUFFER could be GL_NONE. */
988 /* Could assert that colorbuffer has RedBits > 0 */
989 break;
990 case GL_DEPTH:
991 case GL_DEPTH_COMPONENT:
992 if (!att[BUFFER_DEPTH].Renderbuffer) {
993 return GL_FALSE;
994 }
995 /*ASSERT(att[BUFFER_DEPTH].Renderbuffer->DepthBits > 0);*/
996 break;
997 case GL_STENCIL:
998 case GL_STENCIL_INDEX:
999 if (!att[BUFFER_STENCIL].Renderbuffer) {
1000 return GL_FALSE;
1001 }
1002 /*ASSERT(att[BUFFER_STENCIL].Renderbuffer->StencilBits > 0);*/
1003 break;
1004 case GL_DEPTH_STENCIL_EXT:
1005 if (!att[BUFFER_DEPTH].Renderbuffer ||
1006 !att[BUFFER_STENCIL].Renderbuffer) {
1007 return GL_FALSE;
1008 }
1009 /*
1010 ASSERT(att[BUFFER_DEPTH].Renderbuffer->DepthBits > 0);
1011 ASSERT(att[BUFFER_STENCIL].Renderbuffer->StencilBits > 0);
1012 */
1013 break;
1014 default:
1015 _mesa_problem(ctx,
1016 "Unexpected format 0x%x in _mesa_dest_buffer_exists",
1017 format);
1018 return GL_FALSE;
1019 }
1020
1021 /* OK */
1022 return GL_TRUE;
1023 }
1024
1025
1026 /**
1027 * Used to answer the GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES query.
1028 */
1029 GLenum
1030 _mesa_get_color_read_format(struct gl_context *ctx)
1031 {
1032 switch (ctx->ReadBuffer->_ColorReadBuffer->Format) {
1033 case MESA_FORMAT_ARGB8888:
1034 return GL_BGRA;
1035 case MESA_FORMAT_RGB565:
1036 return GL_BGR;
1037 default:
1038 return GL_RGBA;
1039 }
1040 }
1041
1042
1043 /**
1044 * Used to answer the GL_IMPLEMENTATION_COLOR_READ_TYPE_OES query.
1045 */
1046 GLenum
1047 _mesa_get_color_read_type(struct gl_context *ctx)
1048 {
1049 switch (ctx->ReadBuffer->_ColorReadBuffer->Format) {
1050 case MESA_FORMAT_ARGB8888:
1051 return GL_UNSIGNED_BYTE;
1052 case MESA_FORMAT_RGB565:
1053 return GL_UNSIGNED_SHORT_5_6_5_REV;
1054 default:
1055 return GL_UNSIGNED_BYTE;
1056 }
1057 }
1058
1059
1060 /**
1061 * Print framebuffer info to stderr, for debugging.
1062 */
1063 void
1064 _mesa_print_framebuffer(const struct gl_framebuffer *fb)
1065 {
1066 GLuint i;
1067
1068 fprintf(stderr, "Mesa Framebuffer %u at %p\n", fb->Name, (void *) fb);
1069 fprintf(stderr, " Size: %u x %u Status: %s\n", fb->Width, fb->Height,
1070 _mesa_lookup_enum_by_nr(fb->_Status));
1071 fprintf(stderr, " Attachments:\n");
1072
1073 for (i = 0; i < BUFFER_COUNT; i++) {
1074 const struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
1075 if (att->Type == GL_TEXTURE) {
1076 const struct gl_texture_image *texImage =
1077 _mesa_get_attachment_teximage_const(att);
1078 fprintf(stderr,
1079 " %2d: Texture %u, level %u, face %u, slice %u, complete %d\n",
1080 i, att->Texture->Name, att->TextureLevel, att->CubeMapFace,
1081 att->Zoffset, att->Complete);
1082 fprintf(stderr, " Size: %u x %u x %u Format %s\n",
1083 texImage->Width, texImage->Height, texImage->Depth,
1084 _mesa_get_format_name(texImage->TexFormat));
1085 }
1086 else if (att->Type == GL_RENDERBUFFER) {
1087 fprintf(stderr, " %2d: Renderbuffer %u, complete %d\n",
1088 i, att->Renderbuffer->Name, att->Complete);
1089 fprintf(stderr, " Size: %u x %u Format %s\n",
1090 att->Renderbuffer->Width, att->Renderbuffer->Height,
1091 _mesa_get_format_name(att->Renderbuffer->Format));
1092 }
1093 else {
1094 fprintf(stderr, " %2d: none\n", i);
1095 }
1096 }
1097 }