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Diffstat (limited to 'src/mesa/main/framebuffer.c')
-rw-r--r-- | src/mesa/main/framebuffer.c | 513 |
1 files changed, 513 insertions, 0 deletions
diff --git a/src/mesa/main/framebuffer.c b/src/mesa/main/framebuffer.c new file mode 100644 index 00000000000..c23c60948c9 --- /dev/null +++ b/src/mesa/main/framebuffer.c @@ -0,0 +1,513 @@ +/* + * Mesa 3-D graphics library + * Version: 6.3 + * + * Copyright (C) 1999-2005 Brian Paul All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN + * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ + + +/** + * Functions for allocating/managing framebuffers and renderbuffers. + * Also, routines for reading/writing renderbuffer data as ubytes, + * ushorts, uints, etc. + */ + + +#include "glheader.h" +#include "imports.h" +#include "context.h" +#include "mtypes.h" +#include "fbobject.h" +#include "framebuffer.h" +#include "renderbuffer.h" + + + +/** + * Compute/set the _DepthMax field for the given framebuffer. + * This value depends on the Z buffer resolution. + */ +static void +compute_depth_max(struct gl_framebuffer *fb) +{ + if (fb->Visual.depthBits == 0) { + /* Special case. Even if we don't have a depth buffer we need + * good values for DepthMax for Z vertex transformation purposes + * and for per-fragment fog computation. + */ + fb->_DepthMax = (1 << 16) - 1; + } + else if (fb->Visual.depthBits < 32) { + fb->_DepthMax = (1 << fb->Visual.depthBits) - 1; + } + else { + /* Special case since shift values greater than or equal to the + * number of bits in the left hand expression's type are undefined. + */ + fb->_DepthMax = 0xffffffff; + } + fb->_DepthMaxF = (GLfloat) fb->_DepthMax; + fb->_MRD = 1.0; /* Minimum resolvable depth value, for polygon offset */ +} + + +/** + * Create and initialize a gl_framebuffer object. + * This is intended for creating _window_system_ framebuffers, not generic + * framebuffer objects ala GL_EXT_framebuffer_object. + * + * \sa _mesa_new_framebuffer + */ +struct gl_framebuffer * +_mesa_create_framebuffer(const GLvisual *visual) +{ + struct gl_framebuffer *fb = CALLOC_STRUCT(gl_framebuffer); + assert(visual); + if (fb) { + _mesa_initialize_framebuffer(fb, visual); + } + return fb; +} + + +/** + * Allocate a new gl_framebuffer object. + * This is the default function for ctx->Driver.NewFramebuffer(). + * This is for allocating user-created framebuffers, not window-system + * framebuffers! + * \sa _mesa_create_framebuffer + */ +struct gl_framebuffer * +_mesa_new_framebuffer(GLcontext *ctx, GLuint name) +{ + struct gl_framebuffer *fb; + assert(name != 0); + fb = CALLOC_STRUCT(gl_framebuffer); + if (fb) { + fb->Name = name; + fb->RefCount = 1; + fb->Delete = _mesa_destroy_framebuffer; + fb->ColorDrawBuffer[0] = GL_COLOR_ATTACHMENT0_EXT; + fb->_ColorDrawBufferMask[0] = BUFFER_BIT_COLOR0; + fb->ColorReadBuffer = GL_COLOR_ATTACHMENT0_EXT; + fb->_ColorReadBufferMask = BUFFER_BIT_COLOR0; + fb->Delete = _mesa_destroy_framebuffer; + } + return fb; +} + + +/** + * Initialize a gl_framebuffer object. + * \sa _mesa_create_framebuffer + */ +void +_mesa_initialize_framebuffer(struct gl_framebuffer *fb, const GLvisual *visual) +{ + assert(fb); + assert(visual); + + _mesa_bzero(fb, sizeof(struct gl_framebuffer)); + + /* save the visual */ + fb->Visual = *visual; + + /* Init glRead/DrawBuffer state */ + if (visual->doubleBufferMode) { + fb->ColorDrawBuffer[0] = GL_BACK; + fb->_ColorDrawBufferMask[0] = BUFFER_BIT_BACK_LEFT; + fb->ColorReadBuffer = GL_BACK; + fb->_ColorReadBufferMask = BUFFER_BIT_BACK_LEFT; + } + else { + fb->ColorDrawBuffer[0] = GL_FRONT; + fb->_ColorDrawBufferMask[0] = BUFFER_BIT_FRONT_LEFT; + fb->ColorReadBuffer = GL_FRONT; + fb->_ColorReadBufferMask = BUFFER_BIT_FRONT_LEFT; + } + + fb->Delete = _mesa_destroy_framebuffer; + + compute_depth_max(fb); +} + + +/** + * Create/attach software-based renderbuffers to the given framebuffer. + * This is a helper routine for device drivers. Drivers can just as well + * call the individual _mesa_add_*_renderbuffer() routines directly. + */ +void +_mesa_add_soft_renderbuffers(struct gl_framebuffer *fb, + GLboolean color, + GLboolean depth, + GLboolean stencil, + GLboolean accum, + GLboolean alpha, + GLboolean aux) +{ + GLboolean frontLeft = GL_TRUE; + GLboolean backLeft = fb->Visual.doubleBufferMode; + GLboolean frontRight = fb->Visual.stereoMode; + GLboolean backRight = fb->Visual.stereoMode && fb->Visual.doubleBufferMode; + + if (color) { + if (fb->Visual.rgbMode) { + assert(fb->Visual.redBits == fb->Visual.greenBits); + assert(fb->Visual.redBits == fb->Visual.blueBits); + _mesa_add_color_renderbuffers(NULL, fb, + fb->Visual.redBits, + fb->Visual.alphaBits, + frontLeft, backLeft, + frontRight, backRight); + } + else { + _mesa_add_color_index_renderbuffers(NULL, fb, + fb->Visual.indexBits, + frontLeft, backLeft, + frontRight, backRight); + } + } + + if (depth) { + assert(fb->Visual.depthBits > 0); + _mesa_add_depth_renderbuffer(NULL, fb, fb->Visual.depthBits); + } + + if (stencil) { + assert(fb->Visual.stencilBits > 0); + _mesa_add_stencil_renderbuffer(NULL, fb, fb->Visual.stencilBits); + } + + if (accum) { + assert(fb->Visual.rgbMode); + assert(fb->Visual.accumRedBits > 0); + assert(fb->Visual.accumGreenBits > 0); + assert(fb->Visual.accumBlueBits > 0); + _mesa_add_accum_renderbuffer(NULL, fb, + fb->Visual.accumRedBits, + fb->Visual.accumGreenBits, + fb->Visual.accumBlueBits, + fb->Visual.accumAlphaBits); + } + + if (aux) { + assert(fb->Visual.rgbMode); + assert(fb->Visual.numAuxBuffers > 0); + _mesa_add_aux_renderbuffers(NULL, fb, fb->Visual.redBits, + fb->Visual.numAuxBuffers); + } + +#if 1 + if (alpha) { + assert(fb->Visual.rgbMode); + assert(fb->Visual.alphaBits > 0); + _mesa_add_alpha_renderbuffers(NULL, fb, fb->Visual.alphaBits, + frontLeft, backLeft, + frontRight, backRight); + } +#endif + +#if 0 + if (multisample) { + /* maybe someday */ + } +#endif +} + + +/** + * Deallocate buffer and everything attached to it. + */ +void +_mesa_destroy_framebuffer(struct gl_framebuffer *buffer) +{ + if (buffer) { + _mesa_free_framebuffer_data(buffer); + FREE(buffer); + } +} + + +/** + * Free all the data hanging off the given gl_framebuffer, but don't free + * the gl_framebuffer object itself. + */ +void +_mesa_free_framebuffer_data(struct gl_framebuffer *fb) +{ + GLuint i; + + assert(fb); + + for (i = 0; i < BUFFER_COUNT; i++) { + struct gl_renderbuffer_attachment *att = &fb->Attachment[i]; + if (att->Type == GL_RENDERBUFFER_EXT && att->Renderbuffer) { + struct gl_renderbuffer *rb = att->Renderbuffer; + rb->RefCount--; + if (rb->RefCount == 0) { + rb->Delete(rb); + } + } + att->Type = GL_NONE; + att->Renderbuffer = NULL; + } +} + + +/** + * Resize the given framebuffer's renderbuffers to the new width and height. + * This should only be used for window-system framebuffers, not + * user-created renderbuffers (i.e. made with GL_EXT_framebuffer_object). + * This will typically be called via ctx->Driver.ResizeBuffers() + */ +void +_mesa_resize_framebuffer(GLcontext *ctx, struct gl_framebuffer *fb, + GLuint width, GLuint height) +{ + GLuint i; + + /* For window system framebuffers, Name is zero */ + assert(fb->Name == 0); + + for (i = 0; i < BUFFER_COUNT; i++) { + struct gl_renderbuffer_attachment *att = &fb->Attachment[i]; + if (att->Type == GL_RENDERBUFFER_EXT && att->Renderbuffer) { + struct gl_renderbuffer *rb = att->Renderbuffer; + /* only resize if size is changing */ + if (rb->Width != width || rb->Height != height) { + if (rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height)) { + rb->Width = width; + rb->Height = height; + } + else { + _mesa_error(ctx, GL_OUT_OF_MEMORY, "Resizing framebuffer"); + } + } + } + } + + fb->Width = width; + fb->Height = height; +} + + +/** + * Examine all the framebuffer's renderbuffers to update the Width/Height + * fields of the framebuffer. If we have renderbuffers with different + * sizes, set the framebuffer's width and height to zero. + * Note: this is only intended for user-created framebuffers, not + * window-system framebuffes. + */ +static void +update_framebuffer_size(struct gl_framebuffer *fb) +{ + GLboolean haveSize = GL_FALSE; + GLuint i; + + /* user-created framebuffers only */ + assert(fb->Name); + + for (i = 0; i < BUFFER_COUNT; i++) { + struct gl_renderbuffer_attachment *att = &fb->Attachment[i]; + const struct gl_renderbuffer *rb = att->Renderbuffer; + if (rb) { + if (haveSize) { + if (rb->Width != fb->Width && rb->Height != fb->Height) { + /* size mismatch! */ + fb->Width = 0; + fb->Height = 0; + return; + } + } + else { + fb->Width = rb->Width; + fb->Height = rb->Height; + haveSize = GL_TRUE; + } + } + } +} + + +/** + * Update the context's current drawing buffer's Xmin, Xmax, Ymin, Ymax fields. + * These values are computed from the buffer's width and height and + * the scissor box, if it's enabled. + * \param ctx the GL context. + */ +void +_mesa_update_draw_buffer_bounds(GLcontext *ctx) +{ + struct gl_framebuffer *buffer = ctx->DrawBuffer; + + if (buffer->Name) { + /* user-created framebuffer size depends on the renderbuffers */ + update_framebuffer_size(buffer); + } + + buffer->_Xmin = 0; + buffer->_Ymin = 0; + buffer->_Xmax = buffer->Width; + buffer->_Ymax = buffer->Height; + + if (ctx->Scissor.Enabled) { + if (ctx->Scissor.X > buffer->_Xmin) { + buffer->_Xmin = ctx->Scissor.X; + } + if (ctx->Scissor.Y > buffer->_Ymin) { + buffer->_Ymin = ctx->Scissor.Y; + } + if (ctx->Scissor.X + ctx->Scissor.Width < buffer->_Xmax) { + buffer->_Xmax = ctx->Scissor.X + ctx->Scissor.Width; + } + if (ctx->Scissor.Y + ctx->Scissor.Height < buffer->_Ymax) { + buffer->_Ymax = ctx->Scissor.Y + ctx->Scissor.Height; + } + /* finally, check for empty region */ + if (buffer->_Xmin > buffer->_Xmax) { + buffer->_Xmin = buffer->_Xmax; + } + if (buffer->_Ymin > buffer->_Ymax) { + buffer->_Ymin = buffer->_Ymax; + } + } + + ASSERT(buffer->_Xmin <= buffer->_Xmax); + ASSERT(buffer->_Ymin <= buffer->_Ymax); +} + + +/** + * The glGet queries of the framebuffer red/green/blue size, stencil size, + * etc. are satisfied by the fields of ctx->DrawBuffer->Visual. These can + * change depending on the renderbuffer bindings. This function update's + * the given framebuffer's Visual from the current renderbuffer bindings. + * This is only intended for user-created framebuffers. + */ +void +_mesa_update_framebuffer_visual(struct gl_framebuffer *fb) +{ + assert(fb->Name != 0); + + _mesa_bzero(&fb->Visual, sizeof(fb->Visual)); + fb->Visual.rgbMode = GL_TRUE; + + if (fb->Attachment[BUFFER_FRONT_LEFT].Renderbuffer) { + fb->Visual.redBits + = fb->Attachment[BUFFER_FRONT_LEFT].Renderbuffer->ComponentSizes[0]; + fb->Visual.greenBits + = fb->Attachment[BUFFER_FRONT_LEFT].Renderbuffer->ComponentSizes[1]; + fb->Visual.blueBits + = fb->Attachment[BUFFER_FRONT_LEFT].Renderbuffer->ComponentSizes[2]; + fb->Visual.alphaBits + = fb->Attachment[BUFFER_FRONT_LEFT].Renderbuffer->ComponentSizes[3]; + fb->Visual.rgbBits + = fb->Visual.redBits + fb->Visual.greenBits + fb->Visual.blueBits; + fb->Visual.floatMode = GL_FALSE; + } + + if (fb->Attachment[BUFFER_DEPTH].Renderbuffer) { + fb->Visual.haveDepthBuffer = GL_TRUE; + fb->Visual.depthBits + = fb->Attachment[BUFFER_DEPTH].Renderbuffer->ComponentSizes[0]; + } + + if (fb->Attachment[BUFFER_STENCIL].Renderbuffer) { + fb->Visual.haveStencilBuffer = GL_TRUE; + fb->Visual.stencilBits + = fb->Attachment[BUFFER_STENCIL].Renderbuffer->ComponentSizes[0]; + } + + compute_depth_max(fb); +} + + +/** + * Given a framebuffer and a buffer bit (like BUFFER_BIT_FRONT_LEFT), return + * the corresponding renderbuffer. + */ +static struct gl_renderbuffer * +get_renderbuffer(struct gl_framebuffer *fb, GLuint bufferBit) +{ + GLuint index; + for (index = 0; index < BUFFER_COUNT; index++) { + if ((1 << index) == bufferBit) { + return fb->Attachment[index].Renderbuffer; + } + } + _mesa_problem(NULL, "Bad bufferBit in get_renderbuffer"); + return NULL; +} + + +/** + * Update state related to the current draw/read framebuffers. + * If the current framebuffer is user-created, make sure it's complete. + */ +void +_mesa_update_framebuffer(GLcontext *ctx) +{ + struct gl_framebuffer *fb = ctx->DrawBuffer; + GLuint output; + + /* Completeness only matters for user-created framebuffers */ + if (fb->Name != 0) + _mesa_test_framebuffer_completeness(ctx, fb); + + /* + * Update the list of drawing renderbuffer pointers. + * Later, when we're rendering we'll loop from 0 to _NumColorDrawBuffers + * writing colors. We have a loop because glDrawBuffer(GL_FRONT_AND_BACK) + * can specify writing to two or four color buffers. + */ + for (output = 0; output < ctx->Const.MaxDrawBuffers; output++) { + GLuint bufferMask = fb->_ColorDrawBufferMask[output]; + GLuint count = 0; + GLuint bufferBit; + /* for each bit that's set in the bufferMask... */ + for (bufferBit = 1; bufferMask; bufferBit <<= 1) { + if (bufferBit & bufferMask) { + struct gl_renderbuffer *rb = get_renderbuffer(fb, bufferBit); + if (rb) { + fb->_ColorDrawBuffers[output][count] = rb; + fb->_ColorDrawBit[output][count] = bufferBit; + count++; + } + else { + _mesa_warning(ctx, "DrawBuffer names a missing buffer!"); + } + bufferMask &= ~bufferBit; + } + } + fb->_NumColorDrawBuffers[output] = count; + } + + /* + * Update the read renderbuffer pointer. + * Unlike the DrawBuffer, we can only read from one (or zero) color buffers. + */ + if (fb->_ColorReadBufferMask == 0x0) + fb->_ColorReadBuffer = NULL; /* legal! */ + else + fb->_ColorReadBuffer = get_renderbuffer(fb, fb->_ColorReadBufferMask); + + compute_depth_max(fb); +} |