/* * Mesa 3-D graphics library * * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. * Copyright (C) 1999-2009 VMware, Inc. 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 * THE AUTHORS OR COPYRIGHT HOLDERS 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. */ /* * GL_EXT/ARB_framebuffer_object extensions * * Authors: * Brian Paul */ #include #include "buffers.h" #include "context.h" #include "enums.h" #include "fbobject.h" #include "formats.h" #include "framebuffer.h" #include "glformats.h" #include "hash.h" #include "macros.h" #include "multisample.h" #include "mtypes.h" #include "renderbuffer.h" #include "state.h" #include "teximage.h" #include "texobj.h" /** * Notes: * * None of the GL_EXT_framebuffer_object functions are compiled into * display lists. */ /* * When glGenRender/FramebuffersEXT() is called we insert pointers to * these placeholder objects into the hash table. * Later, when the object ID is first bound, we replace the placeholder * with the real frame/renderbuffer. */ static struct gl_framebuffer DummyFramebuffer; static struct gl_renderbuffer DummyRenderbuffer; /* We bind this framebuffer when applications pass a NULL * drawable/surface in make current. */ static struct gl_framebuffer IncompleteFramebuffer; static void delete_dummy_renderbuffer(struct gl_context *ctx, struct gl_renderbuffer *rb) { /* no op */ } static void delete_dummy_framebuffer(struct gl_framebuffer *fb) { /* no op */ } void _mesa_init_fbobjects(struct gl_context *ctx) { mtx_init(&DummyFramebuffer.Mutex, mtx_plain); mtx_init(&DummyRenderbuffer.Mutex, mtx_plain); mtx_init(&IncompleteFramebuffer.Mutex, mtx_plain); DummyFramebuffer.Delete = delete_dummy_framebuffer; DummyRenderbuffer.Delete = delete_dummy_renderbuffer; IncompleteFramebuffer.Delete = delete_dummy_framebuffer; } struct gl_framebuffer * _mesa_get_incomplete_framebuffer(void) { return &IncompleteFramebuffer; } /** * Helper routine for getting a gl_renderbuffer. */ struct gl_renderbuffer * _mesa_lookup_renderbuffer(struct gl_context *ctx, GLuint id) { struct gl_renderbuffer *rb; if (id == 0) return NULL; rb = (struct gl_renderbuffer *) _mesa_HashLookup(ctx->Shared->RenderBuffers, id); return rb; } /** * A convenience function for direct state access that throws * GL_INVALID_OPERATION if the renderbuffer doesn't exist. */ struct gl_renderbuffer * _mesa_lookup_renderbuffer_err(struct gl_context *ctx, GLuint id, const char *func) { struct gl_renderbuffer *rb; rb = _mesa_lookup_renderbuffer(ctx, id); if (!rb || rb == &DummyRenderbuffer) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(non-existent renderbuffer %u)", func, id); return NULL; } return rb; } /** * Helper routine for getting a gl_framebuffer. */ struct gl_framebuffer * _mesa_lookup_framebuffer(struct gl_context *ctx, GLuint id) { struct gl_framebuffer *fb; if (id == 0) return NULL; fb = (struct gl_framebuffer *) _mesa_HashLookup(ctx->Shared->FrameBuffers, id); return fb; } /** * A convenience function for direct state access that throws * GL_INVALID_OPERATION if the framebuffer doesn't exist. */ struct gl_framebuffer * _mesa_lookup_framebuffer_err(struct gl_context *ctx, GLuint id, const char *func) { struct gl_framebuffer *fb; fb = _mesa_lookup_framebuffer(ctx, id); if (!fb || fb == &DummyFramebuffer) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(non-existent framebuffer %u)", func, id); return NULL; } return fb; } /** * Mark the given framebuffer as invalid. This will force the * test for framebuffer completeness to be done before the framebuffer * is used. */ static void invalidate_framebuffer(struct gl_framebuffer *fb) { fb->_Status = 0; /* "indeterminate" */ } /** * Return the gl_framebuffer object which corresponds to the given * framebuffer target, such as GL_DRAW_FRAMEBUFFER. * Check support for GL_EXT_framebuffer_blit to determine if certain * targets are legal. * \return gl_framebuffer pointer or NULL if target is illegal */ static struct gl_framebuffer * get_framebuffer_target(struct gl_context *ctx, GLenum target) { bool have_fb_blit = _mesa_is_gles3(ctx) || _mesa_is_desktop_gl(ctx); switch (target) { case GL_DRAW_FRAMEBUFFER: return have_fb_blit ? ctx->DrawBuffer : NULL; case GL_READ_FRAMEBUFFER: return have_fb_blit ? ctx->ReadBuffer : NULL; case GL_FRAMEBUFFER_EXT: return ctx->DrawBuffer; default: return NULL; } } /** * Given a GL_*_ATTACHMENTn token, return a pointer to the corresponding * gl_renderbuffer_attachment object. * This function is only used for user-created FB objects, not the * default / window-system FB object. * If \p attachment is GL_DEPTH_STENCIL_ATTACHMENT, return a pointer to * the depth buffer attachment point. * Returns if the attachment is a GL_COLOR_ATTACHMENTm_EXT on * is_color_attachment, because several callers would return different errors * if they don't find the attachment. */ static struct gl_renderbuffer_attachment * get_attachment(struct gl_context *ctx, struct gl_framebuffer *fb, GLenum attachment, bool *is_color_attachment) { GLuint i; assert(_mesa_is_user_fbo(fb)); if (is_color_attachment) *is_color_attachment = false; switch (attachment) { case GL_COLOR_ATTACHMENT0_EXT: case GL_COLOR_ATTACHMENT1_EXT: case GL_COLOR_ATTACHMENT2_EXT: case GL_COLOR_ATTACHMENT3_EXT: case GL_COLOR_ATTACHMENT4_EXT: case GL_COLOR_ATTACHMENT5_EXT: case GL_COLOR_ATTACHMENT6_EXT: case GL_COLOR_ATTACHMENT7_EXT: case GL_COLOR_ATTACHMENT8_EXT: case GL_COLOR_ATTACHMENT9_EXT: case GL_COLOR_ATTACHMENT10_EXT: case GL_COLOR_ATTACHMENT11_EXT: case GL_COLOR_ATTACHMENT12_EXT: case GL_COLOR_ATTACHMENT13_EXT: case GL_COLOR_ATTACHMENT14_EXT: case GL_COLOR_ATTACHMENT15_EXT: if (is_color_attachment) *is_color_attachment = true; /* Only OpenGL ES 1.x forbids color attachments other than * GL_COLOR_ATTACHMENT0. For all other APIs the limit set by the * hardware is used. */ i = attachment - GL_COLOR_ATTACHMENT0_EXT; if (i >= ctx->Const.MaxColorAttachments || (i > 0 && ctx->API == API_OPENGLES)) { return NULL; } return &fb->Attachment[BUFFER_COLOR0 + i]; case GL_DEPTH_STENCIL_ATTACHMENT: if (!_mesa_is_desktop_gl(ctx) && !_mesa_is_gles3(ctx)) return NULL; /* fall-through */ case GL_DEPTH_ATTACHMENT_EXT: return &fb->Attachment[BUFFER_DEPTH]; case GL_STENCIL_ATTACHMENT_EXT: return &fb->Attachment[BUFFER_STENCIL]; default: return NULL; } } /** * As above, but only used for getting attachments of the default / * window-system framebuffer (not user-created framebuffer objects). */ static struct gl_renderbuffer_attachment * get_fb0_attachment(struct gl_context *ctx, struct gl_framebuffer *fb, GLenum attachment) { assert(_mesa_is_winsys_fbo(fb)); if (_mesa_is_gles3(ctx)) { assert(attachment == GL_BACK || attachment == GL_DEPTH || attachment == GL_STENCIL); switch (attachment) { case GL_BACK: /* Since there is no stereo rendering in ES 3.0, only return the * LEFT bits. */ if (ctx->DrawBuffer->Visual.doubleBufferMode) return &fb->Attachment[BUFFER_BACK_LEFT]; return &fb->Attachment[BUFFER_FRONT_LEFT]; case GL_DEPTH: return &fb->Attachment[BUFFER_DEPTH]; case GL_STENCIL: return &fb->Attachment[BUFFER_STENCIL]; } } switch (attachment) { case GL_FRONT_LEFT: /* Front buffers can be allocated on the first use, but * glGetFramebufferAttachmentParameteriv must work even if that * allocation hasn't happened yet. In such case, use the back buffer, * which should be the same. */ if (fb->Attachment[BUFFER_FRONT_LEFT].Type == GL_NONE) return &fb->Attachment[BUFFER_BACK_LEFT]; else return &fb->Attachment[BUFFER_FRONT_LEFT]; case GL_FRONT_RIGHT: /* Same as above. */ if (fb->Attachment[BUFFER_FRONT_RIGHT].Type == GL_NONE) return &fb->Attachment[BUFFER_BACK_RIGHT]; else return &fb->Attachment[BUFFER_FRONT_RIGHT]; case GL_BACK_LEFT: return &fb->Attachment[BUFFER_BACK_LEFT]; case GL_BACK_RIGHT: return &fb->Attachment[BUFFER_BACK_RIGHT]; case GL_AUX0: if (fb->Visual.numAuxBuffers == 1) { return &fb->Attachment[BUFFER_AUX0]; } return NULL; /* Page 336 (page 352 of the PDF) of the OpenGL 3.0 spec says: * * "If the default framebuffer is bound to target, then attachment must * be one of FRONT LEFT, FRONT RIGHT, BACK LEFT, BACK RIGHT, or AUXi, * identifying a color buffer; DEPTH, identifying the depth buffer; or * STENCIL, identifying the stencil buffer." * * Revision #34 of the ARB_framebuffer_object spec has essentially the same * language. However, revision #33 of the ARB_framebuffer_object spec * says: * * "If the default framebuffer is bound to , then * must be one of FRONT_LEFT, FRONT_RIGHT, BACK_LEFT, BACK_RIGHT, AUXi, * DEPTH_BUFFER, or STENCIL_BUFFER, identifying a color buffer, the * depth buffer, or the stencil buffer, and may be * FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE or * FRAMEBUFFER_ATTACHMENT_OBJECT_NAME." * * The enum values for DEPTH_BUFFER and STENCIL_BUFFER have been removed * from glext.h, so shipping apps should not use those values. * * Note that neither EXT_framebuffer_object nor OES_framebuffer_object * support queries of the window system FBO. */ case GL_DEPTH: return &fb->Attachment[BUFFER_DEPTH]; case GL_STENCIL: return &fb->Attachment[BUFFER_STENCIL]; default: return NULL; } } /** * Remove any texture or renderbuffer attached to the given attachment * point. Update reference counts, etc. */ static void remove_attachment(struct gl_context *ctx, struct gl_renderbuffer_attachment *att) { struct gl_renderbuffer *rb = att->Renderbuffer; /* tell driver that we're done rendering to this texture. */ if (rb && rb->NeedsFinishRenderTexture) ctx->Driver.FinishRenderTexture(ctx, rb); if (att->Type == GL_TEXTURE) { assert(att->Texture); _mesa_reference_texobj(&att->Texture, NULL); /* unbind */ assert(!att->Texture); } if (att->Type == GL_TEXTURE || att->Type == GL_RENDERBUFFER_EXT) { assert(!att->Texture); _mesa_reference_renderbuffer(&att->Renderbuffer, NULL); /* unbind */ assert(!att->Renderbuffer); } att->Type = GL_NONE; att->Complete = GL_TRUE; } /** * Verify a couple error conditions that will lead to an incomplete FBO and * may cause problems for the driver's RenderTexture path. */ static bool driver_RenderTexture_is_safe(const struct gl_renderbuffer_attachment *att) { const struct gl_texture_image *const texImage = att->Texture->Image[att->CubeMapFace][att->TextureLevel]; if (!texImage || texImage->Width == 0 || texImage->Height == 0 || texImage->Depth == 0) return false; if ((texImage->TexObject->Target == GL_TEXTURE_1D_ARRAY && att->Zoffset >= texImage->Height) || (texImage->TexObject->Target != GL_TEXTURE_1D_ARRAY && att->Zoffset >= texImage->Depth)) return false; return true; } /** * Create a renderbuffer which will be set up by the driver to wrap the * texture image slice. * * By using a gl_renderbuffer (like user-allocated renderbuffers), drivers get * to share most of their framebuffer rendering code between winsys, * renderbuffer, and texture attachments. * * The allocated renderbuffer uses a non-zero Name so that drivers can check * it for determining vertical orientation, but we use ~0 to make it fairly * unambiguous with actual user (non-texture) renderbuffers. */ void _mesa_update_texture_renderbuffer(struct gl_context *ctx, struct gl_framebuffer *fb, struct gl_renderbuffer_attachment *att) { struct gl_texture_image *texImage; struct gl_renderbuffer *rb; texImage = att->Texture->Image[att->CubeMapFace][att->TextureLevel]; rb = att->Renderbuffer; if (!rb) { rb = ctx->Driver.NewRenderbuffer(ctx, ~0); if (!rb) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glFramebufferTexture()"); return; } att->Renderbuffer = rb; /* This can't get called on a texture renderbuffer, so set it to NULL * for clarity compared to user renderbuffers. */ rb->AllocStorage = NULL; rb->NeedsFinishRenderTexture = ctx->Driver.FinishRenderTexture != NULL; } if (!texImage) return; rb->_BaseFormat = texImage->_BaseFormat; rb->Format = texImage->TexFormat; rb->InternalFormat = texImage->InternalFormat; rb->Width = texImage->Width2; rb->Height = texImage->Height2; rb->Depth = texImage->Depth2; rb->NumSamples = texImage->NumSamples; rb->TexImage = texImage; if (driver_RenderTexture_is_safe(att)) ctx->Driver.RenderTexture(ctx, fb, att); } /** * Bind a texture object to an attachment point. * The previous binding, if any, will be removed first. */ static void set_texture_attachment(struct gl_context *ctx, struct gl_framebuffer *fb, struct gl_renderbuffer_attachment *att, struct gl_texture_object *texObj, GLenum texTarget, GLuint level, GLuint layer, GLboolean layered) { struct gl_renderbuffer *rb = att->Renderbuffer; if (rb && rb->NeedsFinishRenderTexture) ctx->Driver.FinishRenderTexture(ctx, rb); if (att->Texture == texObj) { /* re-attaching same texture */ assert(att->Type == GL_TEXTURE); } else { /* new attachment */ remove_attachment(ctx, att); att->Type = GL_TEXTURE; assert(!att->Texture); _mesa_reference_texobj(&att->Texture, texObj); } invalidate_framebuffer(fb); /* always update these fields */ att->TextureLevel = level; att->CubeMapFace = _mesa_tex_target_to_face(texTarget); att->Zoffset = layer; att->Layered = layered; att->Complete = GL_FALSE; _mesa_update_texture_renderbuffer(ctx, fb, att); } /** * Bind a renderbuffer to an attachment point. * The previous binding, if any, will be removed first. */ static void set_renderbuffer_attachment(struct gl_context *ctx, struct gl_renderbuffer_attachment *att, struct gl_renderbuffer *rb) { /* XXX check if re-doing same attachment, exit early */ remove_attachment(ctx, att); att->Type = GL_RENDERBUFFER_EXT; att->Texture = NULL; /* just to be safe */ att->Layered = GL_FALSE; att->Complete = GL_FALSE; _mesa_reference_renderbuffer(&att->Renderbuffer, rb); } /** * Fallback for ctx->Driver.FramebufferRenderbuffer() * Attach a renderbuffer object to a framebuffer object. */ void _mesa_FramebufferRenderbuffer_sw(struct gl_context *ctx, struct gl_framebuffer *fb, GLenum attachment, struct gl_renderbuffer *rb) { struct gl_renderbuffer_attachment *att; mtx_lock(&fb->Mutex); att = get_attachment(ctx, fb, attachment, NULL); assert(att); if (rb) { set_renderbuffer_attachment(ctx, att, rb); if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) { /* do stencil attachment here (depth already done above) */ att = get_attachment(ctx, fb, GL_STENCIL_ATTACHMENT_EXT, NULL); assert(att); set_renderbuffer_attachment(ctx, att, rb); } rb->AttachedAnytime = GL_TRUE; } else { remove_attachment(ctx, att); if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) { /* detach stencil (depth was detached above) */ att = get_attachment(ctx, fb, GL_STENCIL_ATTACHMENT_EXT, NULL); assert(att); remove_attachment(ctx, att); } } invalidate_framebuffer(fb); mtx_unlock(&fb->Mutex); } /** * Fallback for ctx->Driver.ValidateFramebuffer() * Check if the renderbuffer's formats are supported by the software * renderer. * Drivers should probably override this. */ void _mesa_validate_framebuffer(struct gl_context *ctx, struct gl_framebuffer *fb) { gl_buffer_index buf; for (buf = 0; buf < BUFFER_COUNT; buf++) { const struct gl_renderbuffer *rb = fb->Attachment[buf].Renderbuffer; if (rb) { switch (rb->_BaseFormat) { case GL_ALPHA: case GL_LUMINANCE_ALPHA: case GL_LUMINANCE: case GL_INTENSITY: case GL_RED: case GL_RG: fb->_Status = GL_FRAMEBUFFER_UNSUPPORTED; return; default: switch (rb->Format) { /* XXX This list is likely incomplete. */ case MESA_FORMAT_R9G9B9E5_FLOAT: fb->_Status = GL_FRAMEBUFFER_UNSUPPORTED; return; default:; /* render buffer format is supported by software rendering */ } } } } } /** * Return true if the framebuffer has a combined depth/stencil * renderbuffer attached. */ GLboolean _mesa_has_depthstencil_combined(const struct gl_framebuffer *fb) { const struct gl_renderbuffer_attachment *depth = &fb->Attachment[BUFFER_DEPTH]; const struct gl_renderbuffer_attachment *stencil = &fb->Attachment[BUFFER_STENCIL]; if (depth->Type == stencil->Type) { if (depth->Type == GL_RENDERBUFFER_EXT && depth->Renderbuffer == stencil->Renderbuffer) return GL_TRUE; if (depth->Type == GL_TEXTURE && depth->Texture == stencil->Texture) return GL_TRUE; } return GL_FALSE; } /** * For debug only. */ static void att_incomplete(const char *msg) { if (MESA_DEBUG_FLAGS & DEBUG_INCOMPLETE_FBO) { _mesa_debug(NULL, "attachment incomplete: %s\n", msg); } } /** * For debug only. */ static void fbo_incomplete(struct gl_context *ctx, const char *msg, int index) { static GLuint msg_id; _mesa_gl_debug(ctx, &msg_id, MESA_DEBUG_SOURCE_API, MESA_DEBUG_TYPE_OTHER, MESA_DEBUG_SEVERITY_MEDIUM, "FBO incomplete: %s [%d]\n", msg, index); if (MESA_DEBUG_FLAGS & DEBUG_INCOMPLETE_FBO) { _mesa_debug(NULL, "FBO Incomplete: %s [%d]\n", msg, index); } } /** * Is the given base format a legal format for a color renderbuffer? */ GLboolean _mesa_is_legal_color_format(const struct gl_context *ctx, GLenum baseFormat) { switch (baseFormat) { case GL_RGB: case GL_RGBA: return GL_TRUE; case GL_LUMINANCE: case GL_LUMINANCE_ALPHA: case GL_INTENSITY: case GL_ALPHA: return ctx->API == API_OPENGL_COMPAT && ctx->Extensions.ARB_framebuffer_object; case GL_RED: case GL_RG: return ctx->Extensions.ARB_texture_rg; default: return GL_FALSE; } } /** * Is the given base format a legal format for a color renderbuffer? */ static GLboolean is_format_color_renderable(const struct gl_context *ctx, mesa_format format, GLenum internalFormat) { const GLenum baseFormat = _mesa_get_format_base_format(format); GLboolean valid; valid = _mesa_is_legal_color_format(ctx, baseFormat); if (!valid || _mesa_is_desktop_gl(ctx)) { return valid; } /* Reject additional cases for GLES */ switch (internalFormat) { case GL_RGBA8_SNORM: case GL_RGB32F: case GL_RGB32I: case GL_RGB32UI: case GL_RGB16F: case GL_RGB16I: case GL_RGB16UI: case GL_RGB8_SNORM: case GL_RGB8I: case GL_RGB8UI: case GL_SRGB8: case GL_RGB9_E5: case GL_RG8_SNORM: case GL_R8_SNORM: return GL_FALSE; default: break; } if (format == MESA_FORMAT_B10G10R10A2_UNORM && internalFormat != GL_RGB10_A2) { return GL_FALSE; } return GL_TRUE; } /** * Is the given base format a legal format for a depth/stencil renderbuffer? */ static GLboolean is_legal_depth_format(const struct gl_context *ctx, GLenum baseFormat) { switch (baseFormat) { case GL_DEPTH_COMPONENT: case GL_DEPTH_STENCIL_EXT: return GL_TRUE; default: return GL_FALSE; } } /** * Test if an attachment point is complete and update its Complete field. * \param format if GL_COLOR, this is a color attachment point, * if GL_DEPTH, this is a depth component attachment point, * if GL_STENCIL, this is a stencil component attachment point. */ static void test_attachment_completeness(const struct gl_context *ctx, GLenum format, struct gl_renderbuffer_attachment *att) { assert(format == GL_COLOR || format == GL_DEPTH || format == GL_STENCIL); /* assume complete */ att->Complete = GL_TRUE; /* Look for reasons why the attachment might be incomplete */ if (att->Type == GL_TEXTURE) { const struct gl_texture_object *texObj = att->Texture; struct gl_texture_image *texImage; GLenum baseFormat; if (!texObj) { att_incomplete("no texobj"); att->Complete = GL_FALSE; return; } texImage = texObj->Image[att->CubeMapFace][att->TextureLevel]; if (!texImage) { att_incomplete("no teximage"); att->Complete = GL_FALSE; return; } if (texImage->Width < 1 || texImage->Height < 1) { att_incomplete("teximage width/height=0"); att->Complete = GL_FALSE; return; } switch (texObj->Target) { case GL_TEXTURE_3D: if (att->Zoffset >= texImage->Depth) { att_incomplete("bad z offset"); att->Complete = GL_FALSE; return; } break; case GL_TEXTURE_1D_ARRAY: if (att->Zoffset >= texImage->Height) { att_incomplete("bad 1D-array layer"); att->Complete = GL_FALSE; return; } break; case GL_TEXTURE_2D_ARRAY: if (att->Zoffset >= texImage->Depth) { att_incomplete("bad 2D-array layer"); att->Complete = GL_FALSE; return; } break; case GL_TEXTURE_CUBE_MAP_ARRAY: if (att->Zoffset >= texImage->Depth) { att_incomplete("bad cube-array layer"); att->Complete = GL_FALSE; return; } break; } baseFormat = texImage->_BaseFormat; if (format == GL_COLOR) { if (!_mesa_is_legal_color_format(ctx, baseFormat)) { att_incomplete("bad format"); att->Complete = GL_FALSE; return; } if (_mesa_is_format_compressed(texImage->TexFormat)) { att_incomplete("compressed internalformat"); att->Complete = GL_FALSE; return; } /* OES_texture_float allows creation and use of floating point * textures with GL_FLOAT, GL_HALF_FLOAT but it does not allow * these textures to be used as a render target, this is done via * GL_EXT_color_buffer(_half)_float with set of new sized types. */ if (_mesa_is_gles(ctx) && (texImage->TexObject->_IsFloat || texImage->TexObject->_IsHalfFloat)) { att_incomplete("bad internal format"); att->Complete = GL_FALSE; return; } } else if (format == GL_DEPTH) { if (baseFormat == GL_DEPTH_COMPONENT) { /* OK */ } else if (ctx->Extensions.ARB_depth_texture && baseFormat == GL_DEPTH_STENCIL) { /* OK */ } else { att->Complete = GL_FALSE; att_incomplete("bad depth format"); return; } } else { assert(format == GL_STENCIL); if (ctx->Extensions.ARB_depth_texture && baseFormat == GL_DEPTH_STENCIL) { /* OK */ } else if (ctx->Extensions.ARB_texture_stencil8 && baseFormat == GL_STENCIL_INDEX) { /* OK */ } else { /* no such thing as stencil-only textures */ att_incomplete("illegal stencil texture"); att->Complete = GL_FALSE; return; } } } else if (att->Type == GL_RENDERBUFFER_EXT) { const GLenum baseFormat = att->Renderbuffer->_BaseFormat; assert(att->Renderbuffer); if (!att->Renderbuffer->InternalFormat || att->Renderbuffer->Width < 1 || att->Renderbuffer->Height < 1) { att_incomplete("0x0 renderbuffer"); att->Complete = GL_FALSE; return; } if (format == GL_COLOR) { if (!_mesa_is_legal_color_format(ctx, baseFormat)) { att_incomplete("bad renderbuffer color format"); att->Complete = GL_FALSE; return; } } else if (format == GL_DEPTH) { if (baseFormat == GL_DEPTH_COMPONENT) { /* OK */ } else if (baseFormat == GL_DEPTH_STENCIL) { /* OK */ } else { att_incomplete("bad renderbuffer depth format"); att->Complete = GL_FALSE; return; } } else { assert(format == GL_STENCIL); if (baseFormat == GL_STENCIL_INDEX || baseFormat == GL_DEPTH_STENCIL) { /* OK */ } else { att->Complete = GL_FALSE; att_incomplete("bad renderbuffer stencil format"); return; } } } else { assert(att->Type == GL_NONE); /* complete */ return; } } /** * Test if the given framebuffer object is complete and update its * Status field with the results. * Calls the ctx->Driver.ValidateFramebuffer() function to allow the * driver to make hardware-specific validation/completeness checks. * Also update the framebuffer's Width and Height fields if the * framebuffer is complete. */ void _mesa_test_framebuffer_completeness(struct gl_context *ctx, struct gl_framebuffer *fb) { GLuint numImages; GLenum intFormat = GL_NONE; /* color buffers' internal format */ GLuint minWidth = ~0, minHeight = ~0, maxWidth = 0, maxHeight = 0; GLint numSamples = -1; GLint fixedSampleLocations = -1; GLint i; GLuint j; /* Covers max_layer_count, is_layered, and layer_tex_target */ bool layer_info_valid = false; GLuint max_layer_count = 0, att_layer_count; bool is_layered = false; GLenum layer_tex_target = 0; bool has_depth_attachment = false; bool has_stencil_attachment = false; assert(_mesa_is_user_fbo(fb)); /* we're changing framebuffer fields here */ FLUSH_VERTICES(ctx, _NEW_BUFFERS); numImages = 0; fb->Width = 0; fb->Height = 0; fb->_AllColorBuffersFixedPoint = GL_TRUE; fb->_HasSNormOrFloatColorBuffer = GL_FALSE; fb->_HasAttachments = true; fb->_IntegerBuffers = 0; /* Start at -2 to more easily loop over all attachment points. * -2: depth buffer * -1: stencil buffer * >=0: color buffer */ for (i = -2; i < (GLint) ctx->Const.MaxColorAttachments; i++) { struct gl_renderbuffer_attachment *att; GLenum f; mesa_format attFormat; GLenum att_tex_target = GL_NONE; /* * XXX for ARB_fbo, only check color buffers that are named by * GL_READ_BUFFER and GL_DRAW_BUFFERi. */ /* check for attachment completeness */ if (i == -2) { att = &fb->Attachment[BUFFER_DEPTH]; test_attachment_completeness(ctx, GL_DEPTH, att); if (!att->Complete) { fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT; fbo_incomplete(ctx, "depth attachment incomplete", -1); return; } else if (att->Type != GL_NONE) { has_depth_attachment = true; } } else if (i == -1) { att = &fb->Attachment[BUFFER_STENCIL]; test_attachment_completeness(ctx, GL_STENCIL, att); if (!att->Complete) { fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT; fbo_incomplete(ctx, "stencil attachment incomplete", -1); return; } else if (att->Type != GL_NONE) { has_stencil_attachment = true; } } else { att = &fb->Attachment[BUFFER_COLOR0 + i]; test_attachment_completeness(ctx, GL_COLOR, att); if (!att->Complete) { fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT; fbo_incomplete(ctx, "color attachment incomplete", i); return; } } /* get width, height, format of the renderbuffer/texture */ if (att->Type == GL_TEXTURE) { const struct gl_texture_image *texImg = att->Renderbuffer->TexImage; att_tex_target = att->Texture->Target; minWidth = MIN2(minWidth, texImg->Width); maxWidth = MAX2(maxWidth, texImg->Width); minHeight = MIN2(minHeight, texImg->Height); maxHeight = MAX2(maxHeight, texImg->Height); f = texImg->_BaseFormat; attFormat = texImg->TexFormat; numImages++; if (!is_format_color_renderable(ctx, attFormat, texImg->InternalFormat) && !is_legal_depth_format(ctx, f) && f != GL_STENCIL_INDEX) { fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; fbo_incomplete(ctx, "texture attachment incomplete", -1); return; } if (numSamples < 0) numSamples = texImg->NumSamples; else if (numSamples != texImg->NumSamples) { fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE; fbo_incomplete(ctx, "inconsistent sample count", -1); return; } if (fixedSampleLocations < 0) fixedSampleLocations = texImg->FixedSampleLocations; else if (fixedSampleLocations != texImg->FixedSampleLocations) { fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE; fbo_incomplete(ctx, "inconsistent fixed sample locations", -1); return; } } else if (att->Type == GL_RENDERBUFFER_EXT) { minWidth = MIN2(minWidth, att->Renderbuffer->Width); maxWidth = MAX2(minWidth, att->Renderbuffer->Width); minHeight = MIN2(minHeight, att->Renderbuffer->Height); maxHeight = MAX2(minHeight, att->Renderbuffer->Height); f = att->Renderbuffer->InternalFormat; attFormat = att->Renderbuffer->Format; numImages++; if (numSamples < 0) numSamples = att->Renderbuffer->NumSamples; else if (numSamples != att->Renderbuffer->NumSamples) { fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE; fbo_incomplete(ctx, "inconsistent sample count", -1); return; } /* RENDERBUFFER has fixedSampleLocations implicitly true */ if (fixedSampleLocations < 0) fixedSampleLocations = GL_TRUE; else if (fixedSampleLocations != GL_TRUE) { fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE; fbo_incomplete(ctx, "inconsistent fixed sample locations", -1); return; } } else { assert(att->Type == GL_NONE); continue; } /* Update flags describing color buffer datatypes */ if (i >= 0) { GLenum type = _mesa_get_format_datatype(attFormat); /* check if integer color */ if (_mesa_is_format_integer_color(attFormat)) fb->_IntegerBuffers |= (1 << i); fb->_AllColorBuffersFixedPoint = fb->_AllColorBuffersFixedPoint && (type == GL_UNSIGNED_NORMALIZED || type == GL_SIGNED_NORMALIZED); fb->_HasSNormOrFloatColorBuffer = fb->_HasSNormOrFloatColorBuffer || type == GL_SIGNED_NORMALIZED || type == GL_FLOAT; } /* Error-check width, height, format */ if (numImages == 1) { /* save format */ if (i >= 0) { intFormat = f; } } else { if (!ctx->Extensions.ARB_framebuffer_object) { /* check that width, height, format are same */ if (minWidth != maxWidth || minHeight != maxHeight) { fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT; fbo_incomplete(ctx, "width or height mismatch", -1); return; } /* check that all color buffers are the same format */ if (intFormat != GL_NONE && f != intFormat) { fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT; fbo_incomplete(ctx, "format mismatch", -1); return; } } } /* Check that the format is valid. (MESA_FORMAT_NONE means unsupported) */ if (att->Type == GL_RENDERBUFFER && att->Renderbuffer->Format == MESA_FORMAT_NONE) { fb->_Status = GL_FRAMEBUFFER_UNSUPPORTED; fbo_incomplete(ctx, "unsupported renderbuffer format", i); return; } /* Check that layered rendering is consistent. */ if (att->Layered) { if (att_tex_target == GL_TEXTURE_CUBE_MAP) att_layer_count = 6; else if (att_tex_target == GL_TEXTURE_1D_ARRAY) att_layer_count = att->Renderbuffer->Height; else att_layer_count = att->Renderbuffer->Depth; } else { att_layer_count = 0; } if (!layer_info_valid) { is_layered = att->Layered; max_layer_count = att_layer_count; layer_tex_target = att_tex_target; layer_info_valid = true; } else if (max_layer_count > 0 && layer_tex_target != att_tex_target) { fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS; fbo_incomplete(ctx, "layered framebuffer has mismatched targets", i); return; } else if (is_layered != att->Layered) { fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS; fbo_incomplete(ctx, "framebuffer attachment layer mode is inconsistent", i); return; } else if (att_layer_count > max_layer_count) { max_layer_count = att_layer_count; } /* * The extension GL_ARB_framebuffer_no_attachments places additional * requirement on each attachment. Those additional requirements are * tighter that those of previous versions of GL. In interest of better * compatibility, we will not enforce these restrictions. For the record * those additional restrictions are quoted below: * * "The width and height of image are greater than zero and less than or * equal to the values of the implementation-dependent limits * MAX_FRAMEBUFFER_WIDTH and MAX_FRAMEBUFFER_HEIGHT, respectively." * * "If is a three-dimensional texture or a one- or two-dimensional * array texture and the attachment is layered, the depth or layer count * of the texture is less than or equal to the implementation-dependent * limit MAX_FRAMEBUFFER_LAYERS." * * "If image has multiple samples, its sample count is less than or equal * to the value of the implementation-dependent limit * MAX_FRAMEBUFFER_SAMPLES." * * The same requirements are also in place for GL 4.5, * Section 9.4.1 "Framebuffer Attachment Completeness", pg 310-311 */ } fb->MaxNumLayers = max_layer_count; if (numImages == 0) { fb->_HasAttachments = false; if (!ctx->Extensions.ARB_framebuffer_no_attachments) { fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT; fbo_incomplete(ctx, "no attachments", -1); return; } if (fb->DefaultGeometry.Width == 0 || fb->DefaultGeometry.Height == 0) { fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT; fbo_incomplete(ctx, "no attachments and default width or height is 0", -1); return; } } if (_mesa_is_desktop_gl(ctx) && !ctx->Extensions.ARB_ES2_compatibility) { /* Check that all DrawBuffers are present */ for (j = 0; j < ctx->Const.MaxDrawBuffers; j++) { if (fb->ColorDrawBuffer[j] != GL_NONE) { const struct gl_renderbuffer_attachment *att = get_attachment(ctx, fb, fb->ColorDrawBuffer[j], NULL); assert(att); if (att->Type == GL_NONE) { fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT; fbo_incomplete(ctx, "missing drawbuffer", j); return; } } } /* Check that the ReadBuffer is present */ if (fb->ColorReadBuffer != GL_NONE) { const struct gl_renderbuffer_attachment *att = get_attachment(ctx, fb, fb->ColorReadBuffer, NULL); assert(att); if (att->Type == GL_NONE) { fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT; fbo_incomplete(ctx, "missing readbuffer", -1); return; } } } /* The OpenGL ES3 spec, in chapter 9.4. FRAMEBUFFER COMPLETENESS, says: * * "Depth and stencil attachments, if present, are the same image." * * This restriction is not present in the OpenGL ES2 spec. */ if (_mesa_is_gles3(ctx) && has_stencil_attachment && has_depth_attachment && !_mesa_has_depthstencil_combined(fb)) { fb->_Status = GL_FRAMEBUFFER_UNSUPPORTED; fbo_incomplete(ctx, "Depth and stencil attachments must be the same image", -1); return; } /* Provisionally set status = COMPLETE ... */ fb->_Status = GL_FRAMEBUFFER_COMPLETE_EXT; /* ... but the driver may say the FB is incomplete. * Drivers will most likely set the status to GL_FRAMEBUFFER_UNSUPPORTED * if anything. */ if (ctx->Driver.ValidateFramebuffer) { ctx->Driver.ValidateFramebuffer(ctx, fb); if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) { fbo_incomplete(ctx, "driver marked FBO as incomplete", -1); return; } } /* * Note that if ARB_framebuffer_object is supported and the attached * renderbuffers/textures are different sizes, the framebuffer * width/height will be set to the smallest width/height. */ if (numImages != 0) { fb->Width = minWidth; fb->Height = minHeight; } /* finally, update the visual info for the framebuffer */ _mesa_update_framebuffer_visual(ctx, fb); } GLboolean GLAPIENTRY _mesa_IsRenderbuffer(GLuint renderbuffer) { struct gl_renderbuffer *rb; GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE); rb = _mesa_lookup_renderbuffer(ctx, renderbuffer); return rb != NULL && rb != &DummyRenderbuffer; } static struct gl_renderbuffer * allocate_renderbuffer_locked(struct gl_context *ctx, GLuint renderbuffer, const char *func) { struct gl_renderbuffer *newRb; /* create new renderbuffer object */ newRb = ctx->Driver.NewRenderbuffer(ctx, renderbuffer); if (!newRb) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "%s", func); return NULL; } assert(newRb->AllocStorage); _mesa_HashInsertLocked(ctx->Shared->RenderBuffers, renderbuffer, newRb); return newRb; } static void bind_renderbuffer(GLenum target, GLuint renderbuffer, bool allow_user_names) { struct gl_renderbuffer *newRb; GET_CURRENT_CONTEXT(ctx); if (target != GL_RENDERBUFFER_EXT) { _mesa_error(ctx, GL_INVALID_ENUM, "glBindRenderbufferEXT(target)"); return; } /* No need to flush here since the render buffer binding has no * effect on rendering state. */ if (renderbuffer) { newRb = _mesa_lookup_renderbuffer(ctx, renderbuffer); if (newRb == &DummyRenderbuffer) { /* ID was reserved, but no real renderbuffer object made yet */ newRb = NULL; } else if (!newRb && !allow_user_names) { /* All RB IDs must be Gen'd */ _mesa_error(ctx, GL_INVALID_OPERATION, "glBindRenderbuffer(buffer)"); return; } if (!newRb) { _mesa_HashLockMutex(ctx->Shared->RenderBuffers); newRb = allocate_renderbuffer_locked(ctx, renderbuffer, "glBindRenderbufferEXT"); _mesa_HashUnlockMutex(ctx->Shared->RenderBuffers); } } else { newRb = NULL; } assert(newRb != &DummyRenderbuffer); _mesa_reference_renderbuffer(&ctx->CurrentRenderbuffer, newRb); } void GLAPIENTRY _mesa_BindRenderbuffer(GLenum target, GLuint renderbuffer) { GET_CURRENT_CONTEXT(ctx); /* OpenGL ES glBindRenderbuffer and glBindRenderbufferOES use this same * entry point, but they allow the use of user-generated names. */ bind_renderbuffer(target, renderbuffer, _mesa_is_gles(ctx)); } void GLAPIENTRY _mesa_BindRenderbufferEXT(GLenum target, GLuint renderbuffer) { /* This function should not be in the dispatch table for core profile / * OpenGL 3.1, so execution should never get here in those cases -- no * need for an explicit test. */ bind_renderbuffer(target, renderbuffer, true); } /** * ARB_framebuffer_no_attachment - Application passes requested param's * here. NOTE: NumSamples requested need not be _NumSamples which is * what the hw supports. */ static void framebuffer_parameteri(struct gl_context *ctx, struct gl_framebuffer *fb, GLenum pname, GLint param, const char *func) { switch (pname) { case GL_FRAMEBUFFER_DEFAULT_WIDTH: if (param < 0 || param > ctx->Const.MaxFramebufferWidth) _mesa_error(ctx, GL_INVALID_VALUE, "%s", func); else fb->DefaultGeometry.Width = param; break; case GL_FRAMEBUFFER_DEFAULT_HEIGHT: if (param < 0 || param > ctx->Const.MaxFramebufferHeight) _mesa_error(ctx, GL_INVALID_VALUE, "%s", func); else fb->DefaultGeometry.Height = param; break; case GL_FRAMEBUFFER_DEFAULT_LAYERS: /* * According to the OpenGL ES 3.1 specification section 9.2.1, the * GL_FRAMEBUFFER_DEFAULT_LAYERS parameter name is not supported. */ if (_mesa_is_gles31(ctx) && !ctx->Extensions.OES_geometry_shader) { _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=0x%x)", func, pname); break; } if (param < 0 || param > ctx->Const.MaxFramebufferLayers) _mesa_error(ctx, GL_INVALID_VALUE, "%s", func); else fb->DefaultGeometry.Layers = param; break; case GL_FRAMEBUFFER_DEFAULT_SAMPLES: if (param < 0 || param > ctx->Const.MaxFramebufferSamples) _mesa_error(ctx, GL_INVALID_VALUE, "%s", func); else fb->DefaultGeometry.NumSamples = param; break; case GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS: fb->DefaultGeometry.FixedSampleLocations = param; break; default: _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=0x%x)", func, pname); } invalidate_framebuffer(fb); ctx->NewState |= _NEW_BUFFERS; } void GLAPIENTRY _mesa_FramebufferParameteri(GLenum target, GLenum pname, GLint param) { GET_CURRENT_CONTEXT(ctx); struct gl_framebuffer *fb; if (!ctx->Extensions.ARB_framebuffer_no_attachments) { _mesa_error(ctx, GL_INVALID_OPERATION, "glFramebufferParameteriv not supported " "(ARB_framebuffer_no_attachments not implemented)"); return; } fb = get_framebuffer_target(ctx, target); if (!fb) { _mesa_error(ctx, GL_INVALID_ENUM, "glFramebufferParameteri(target=0x%x)", target); return; } /* check framebuffer binding */ if (_mesa_is_winsys_fbo(fb)) { _mesa_error(ctx, GL_INVALID_OPERATION, "glFramebufferParameteri"); return; } framebuffer_parameteri(ctx, fb, pname, param, "glFramebufferParameteri"); } static bool _pname_valid_for_default_framebuffer(struct gl_context *ctx, GLenum pname) { if (!_mesa_is_desktop_gl(ctx)) return false; switch (pname) { case GL_DOUBLEBUFFER: case GL_IMPLEMENTATION_COLOR_READ_FORMAT: case GL_IMPLEMENTATION_COLOR_READ_TYPE: case GL_SAMPLES: case GL_SAMPLE_BUFFERS: case GL_STEREO: return true; default: return false; } } static void get_framebuffer_parameteriv(struct gl_context *ctx, struct gl_framebuffer *fb, GLenum pname, GLint *params, const char *func) { /* From OpenGL 4.5 spec, section 9.2.3 "Framebuffer Object Queries: * * "An INVALID_OPERATION error is generated by GetFramebufferParameteriv * if the default framebuffer is bound to target and pname is not one * of the accepted values from table 23.73, other than * SAMPLE_POSITION." * * For OpenGL ES, using default framebuffer still raises INVALID_OPERATION * for any pname. */ if (_mesa_is_winsys_fbo(fb) && !_pname_valid_for_default_framebuffer(ctx, pname)) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(invalid pname=0x%x for default framebuffer)", func, pname); return; } switch (pname) { case GL_FRAMEBUFFER_DEFAULT_WIDTH: *params = fb->DefaultGeometry.Width; break; case GL_FRAMEBUFFER_DEFAULT_HEIGHT: *params = fb->DefaultGeometry.Height; break; case GL_FRAMEBUFFER_DEFAULT_LAYERS: /* * According to the OpenGL ES 3.1 specification section 9.2.3, the * GL_FRAMEBUFFER_LAYERS parameter name is not supported. */ if (_mesa_is_gles31(ctx) && !ctx->Extensions.OES_geometry_shader) { _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=0x%x)", func, pname); break; } *params = fb->DefaultGeometry.Layers; break; case GL_FRAMEBUFFER_DEFAULT_SAMPLES: *params = fb->DefaultGeometry.NumSamples; break; case GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS: *params = fb->DefaultGeometry.FixedSampleLocations; break; case GL_DOUBLEBUFFER: *params = fb->Visual.doubleBufferMode; break; case GL_IMPLEMENTATION_COLOR_READ_FORMAT: *params = _mesa_get_color_read_format(ctx, fb, func); break; case GL_IMPLEMENTATION_COLOR_READ_TYPE: *params = _mesa_get_color_read_type(ctx, fb, func); break; case GL_SAMPLES: *params = _mesa_geometric_samples(fb); break; case GL_SAMPLE_BUFFERS: *params = _mesa_geometric_samples(fb) > 0; break; case GL_STEREO: *params = fb->Visual.stereoMode; break; default: _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=0x%x)", func, pname); } } void GLAPIENTRY _mesa_GetFramebufferParameteriv(GLenum target, GLenum pname, GLint *params) { GET_CURRENT_CONTEXT(ctx); struct gl_framebuffer *fb; if (!ctx->Extensions.ARB_framebuffer_no_attachments) { _mesa_error(ctx, GL_INVALID_OPERATION, "glGetFramebufferParameteriv not supported " "(ARB_framebuffer_no_attachments not implemented)"); return; } fb = get_framebuffer_target(ctx, target); if (!fb) { _mesa_error(ctx, GL_INVALID_ENUM, "glGetFramebufferParameteriv(target=0x%x)", target); return; } get_framebuffer_parameteriv(ctx, fb, pname, params, "glGetFramebufferParameteriv"); } /** * Remove the specified renderbuffer or texture from any attachment point in * the framebuffer. * * \returns * \c true if the renderbuffer was detached from an attachment point. \c * false otherwise. */ bool _mesa_detach_renderbuffer(struct gl_context *ctx, struct gl_framebuffer *fb, const void *att) { unsigned i; bool progress = false; for (i = 0; i < BUFFER_COUNT; i++) { if (fb->Attachment[i].Texture == att || fb->Attachment[i].Renderbuffer == att) { remove_attachment(ctx, &fb->Attachment[i]); progress = true; } } /* Section 4.4.4 (Framebuffer Completeness), subsection "Whole Framebuffer * Completeness," of the OpenGL 3.1 spec says: * * "Performing any of the following actions may change whether the * framebuffer is considered complete or incomplete: * * ... * * - Deleting, with DeleteTextures or DeleteRenderbuffers, an object * containing an image that is attached to a framebuffer object * that is bound to the framebuffer." */ if (progress) invalidate_framebuffer(fb); return progress; } void GLAPIENTRY _mesa_DeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers) { GLint i; GET_CURRENT_CONTEXT(ctx); if (n < 0) { _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteRenderbuffers(n < 0)"); return; } FLUSH_VERTICES(ctx, _NEW_BUFFERS); for (i = 0; i < n; i++) { if (renderbuffers[i] > 0) { struct gl_renderbuffer *rb; rb = _mesa_lookup_renderbuffer(ctx, renderbuffers[i]); if (rb) { /* check if deleting currently bound renderbuffer object */ if (rb == ctx->CurrentRenderbuffer) { /* bind default */ assert(rb->RefCount >= 2); _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, 0); } /* Section 4.4.2 (Attaching Images to Framebuffer Objects), * subsection "Attaching Renderbuffer Images to a Framebuffer," * of the OpenGL 3.1 spec says: * * "If a renderbuffer object is deleted while its image is * attached to one or more attachment points in the currently * bound framebuffer, then it is as if FramebufferRenderbuffer * had been called, with a renderbuffer of 0, for each * attachment point to which this image was attached in the * currently bound framebuffer. In other words, this * renderbuffer image is first detached from all attachment * points in the currently bound framebuffer. Note that the * renderbuffer image is specifically not detached from any * non-bound framebuffers. Detaching the image from any * non-bound framebuffers is the responsibility of the * application. */ if (_mesa_is_user_fbo(ctx->DrawBuffer)) { _mesa_detach_renderbuffer(ctx, ctx->DrawBuffer, rb); } if (_mesa_is_user_fbo(ctx->ReadBuffer) && ctx->ReadBuffer != ctx->DrawBuffer) { _mesa_detach_renderbuffer(ctx, ctx->ReadBuffer, rb); } /* Remove from hash table immediately, to free the ID. * But the object will not be freed until it's no longer * referenced anywhere else. */ _mesa_HashRemove(ctx->Shared->RenderBuffers, renderbuffers[i]); if (rb != &DummyRenderbuffer) { /* no longer referenced by hash table */ _mesa_reference_renderbuffer(&rb, NULL); } } } } } static void create_render_buffers(struct gl_context *ctx, GLsizei n, GLuint *renderbuffers, bool dsa) { const char *func = dsa ? "glCreateRenderbuffers" : "glGenRenderbuffers"; GLuint first; GLint i; if (n < 0) { _mesa_error(ctx, GL_INVALID_VALUE, "%s(n<0)", func); return; } if (!renderbuffers) return; _mesa_HashLockMutex(ctx->Shared->RenderBuffers); first = _mesa_HashFindFreeKeyBlock(ctx->Shared->RenderBuffers, n); for (i = 0; i < n; i++) { GLuint name = first + i; renderbuffers[i] = name; if (dsa) { allocate_renderbuffer_locked(ctx, name, func); } else { /* insert a dummy renderbuffer into the hash table */ _mesa_HashInsertLocked(ctx->Shared->RenderBuffers, name, &DummyRenderbuffer); } } _mesa_HashUnlockMutex(ctx->Shared->RenderBuffers); } void GLAPIENTRY _mesa_GenRenderbuffers(GLsizei n, GLuint *renderbuffers) { GET_CURRENT_CONTEXT(ctx); create_render_buffers(ctx, n, renderbuffers, false); } void GLAPIENTRY _mesa_CreateRenderbuffers(GLsizei n, GLuint *renderbuffers) { GET_CURRENT_CONTEXT(ctx); create_render_buffers(ctx, n, renderbuffers, true); } /** * Given an internal format token for a render buffer, return the * corresponding base format (one of GL_RGB, GL_RGBA, GL_STENCIL_INDEX, * GL_DEPTH_COMPONENT, GL_DEPTH_STENCIL_EXT, GL_ALPHA, GL_LUMINANCE, * GL_LUMINANCE_ALPHA, GL_INTENSITY, etc). * * This is similar to _mesa_base_tex_format() but the set of valid * internal formats is different. * * Note that even if a format is determined to be legal here, validation * of the FBO may fail if the format is not supported by the driver/GPU. * * \param internalFormat as passed to glRenderbufferStorage() * \return the base internal format, or 0 if internalFormat is illegal */ GLenum _mesa_base_fbo_format(struct gl_context *ctx, GLenum internalFormat) { /* * Notes: some formats such as alpha, luminance, etc. were added * with GL_ARB_framebuffer_object. */ switch (internalFormat) { case GL_ALPHA: case GL_ALPHA4: case GL_ALPHA8: case GL_ALPHA12: case GL_ALPHA16: return (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.ARB_framebuffer_object) ? GL_ALPHA : 0; case GL_LUMINANCE: case GL_LUMINANCE4: case GL_LUMINANCE8: case GL_LUMINANCE12: case GL_LUMINANCE16: return (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.ARB_framebuffer_object) ? GL_LUMINANCE : 0; case GL_LUMINANCE_ALPHA: case GL_LUMINANCE4_ALPHA4: case GL_LUMINANCE6_ALPHA2: case GL_LUMINANCE8_ALPHA8: case GL_LUMINANCE12_ALPHA4: case GL_LUMINANCE12_ALPHA12: case GL_LUMINANCE16_ALPHA16: return (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.ARB_framebuffer_object) ? GL_LUMINANCE_ALPHA : 0; case GL_INTENSITY: case GL_INTENSITY4: case GL_INTENSITY8: case GL_INTENSITY12: case GL_INTENSITY16: return (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.ARB_framebuffer_object) ? GL_INTENSITY : 0; case GL_RGB8: return GL_RGB; case GL_RGB: case GL_R3_G3_B2: case GL_RGB4: case GL_RGB5: case GL_RGB10: case GL_RGB12: case GL_RGB16: return _mesa_is_desktop_gl(ctx) ? GL_RGB : 0; case GL_SRGB8_EXT: return _mesa_is_desktop_gl(ctx) ? GL_RGB : 0; case GL_RGBA4: case GL_RGB5_A1: case GL_RGBA8: return GL_RGBA; case GL_RGBA: case GL_RGBA2: case GL_RGBA12: case GL_RGBA16: return _mesa_is_desktop_gl(ctx) ? GL_RGBA : 0; case GL_RGB10_A2: case GL_SRGB8_ALPHA8_EXT: return _mesa_is_desktop_gl(ctx) || _mesa_is_gles3(ctx) ? GL_RGBA : 0; case GL_STENCIL_INDEX: case GL_STENCIL_INDEX1_EXT: case GL_STENCIL_INDEX4_EXT: case GL_STENCIL_INDEX16_EXT: /* There are extensions for GL_STENCIL_INDEX1 and GL_STENCIL_INDEX4 in * OpenGL ES, but Mesa does not currently support them. */ return _mesa_is_desktop_gl(ctx) ? GL_STENCIL_INDEX : 0; case GL_STENCIL_INDEX8_EXT: return GL_STENCIL_INDEX; case GL_DEPTH_COMPONENT: case GL_DEPTH_COMPONENT32: return _mesa_is_desktop_gl(ctx) ? GL_DEPTH_COMPONENT : 0; case GL_DEPTH_COMPONENT16: case GL_DEPTH_COMPONENT24: return GL_DEPTH_COMPONENT; case GL_DEPTH_STENCIL: return _mesa_is_desktop_gl(ctx) ? GL_DEPTH_STENCIL : 0; case GL_DEPTH24_STENCIL8: return GL_DEPTH_STENCIL; case GL_DEPTH_COMPONENT32F: return ctx->Version >= 30 || (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.ARB_depth_buffer_float) ? GL_DEPTH_COMPONENT : 0; case GL_DEPTH32F_STENCIL8: return ctx->Version >= 30 || (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.ARB_depth_buffer_float) ? GL_DEPTH_STENCIL : 0; case GL_RED: case GL_R16: return _mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_texture_rg ? GL_RED : 0; case GL_R8: return ctx->API != API_OPENGLES && ctx->Extensions.ARB_texture_rg ? GL_RED : 0; case GL_RG: case GL_RG16: return _mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_texture_rg ? GL_RG : 0; case GL_RG8: return ctx->API != API_OPENGLES && ctx->Extensions.ARB_texture_rg ? GL_RG : 0; /* signed normalized texture formats */ case GL_RED_SNORM: case GL_R8_SNORM: case GL_R16_SNORM: return _mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_texture_snorm ? GL_RED : 0; case GL_RG_SNORM: case GL_RG8_SNORM: case GL_RG16_SNORM: return _mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_texture_snorm ? GL_RG : 0; case GL_RGB_SNORM: case GL_RGB8_SNORM: case GL_RGB16_SNORM: return _mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_texture_snorm ? GL_RGB : 0; case GL_RGBA_SNORM: case GL_RGBA8_SNORM: case GL_RGBA16_SNORM: return _mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_texture_snorm ? GL_RGBA : 0; case GL_ALPHA_SNORM: case GL_ALPHA8_SNORM: case GL_ALPHA16_SNORM: return ctx->API == API_OPENGL_COMPAT && ctx->Extensions.EXT_texture_snorm && ctx->Extensions.ARB_framebuffer_object ? GL_ALPHA : 0; case GL_LUMINANCE_SNORM: case GL_LUMINANCE8_SNORM: case GL_LUMINANCE16_SNORM: return _mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_texture_snorm ? GL_LUMINANCE : 0; case GL_LUMINANCE_ALPHA_SNORM: case GL_LUMINANCE8_ALPHA8_SNORM: case GL_LUMINANCE16_ALPHA16_SNORM: return _mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_texture_snorm ? GL_LUMINANCE_ALPHA : 0; case GL_INTENSITY_SNORM: case GL_INTENSITY8_SNORM: case GL_INTENSITY16_SNORM: return _mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_texture_snorm ? GL_INTENSITY : 0; case GL_R16F: case GL_R32F: return ((_mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_texture_rg && ctx->Extensions.ARB_texture_float) || _mesa_is_gles3(ctx) /* EXT_color_buffer_float */ ) ? GL_RED : 0; case GL_RG16F: case GL_RG32F: return ((_mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_texture_rg && ctx->Extensions.ARB_texture_float) || _mesa_is_gles3(ctx) /* EXT_color_buffer_float */ ) ? GL_RG : 0; case GL_RGB16F: case GL_RGB32F: return (_mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_texture_float) ? GL_RGB : 0; case GL_RGBA16F: case GL_RGBA32F: return ((_mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_texture_float) || _mesa_is_gles3(ctx) /* EXT_color_buffer_float */ ) ? GL_RGBA : 0; case GL_ALPHA16F_ARB: case GL_ALPHA32F_ARB: return ctx->API == API_OPENGL_COMPAT && ctx->Extensions.ARB_texture_float && ctx->Extensions.ARB_framebuffer_object ? GL_ALPHA : 0; case GL_LUMINANCE16F_ARB: case GL_LUMINANCE32F_ARB: return ctx->API == API_OPENGL_COMPAT && ctx->Extensions.ARB_texture_float && ctx->Extensions.ARB_framebuffer_object ? GL_LUMINANCE : 0; case GL_LUMINANCE_ALPHA16F_ARB: case GL_LUMINANCE_ALPHA32F_ARB: return ctx->API == API_OPENGL_COMPAT && ctx->Extensions.ARB_texture_float && ctx->Extensions.ARB_framebuffer_object ? GL_LUMINANCE_ALPHA : 0; case GL_INTENSITY16F_ARB: case GL_INTENSITY32F_ARB: return ctx->API == API_OPENGL_COMPAT && ctx->Extensions.ARB_texture_float && ctx->Extensions.ARB_framebuffer_object ? GL_INTENSITY : 0; case GL_R11F_G11F_B10F: return ((_mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_packed_float) || _mesa_is_gles3(ctx) /* EXT_color_buffer_float */ ) ? GL_RGB : 0; case GL_RGBA8UI_EXT: case GL_RGBA16UI_EXT: case GL_RGBA32UI_EXT: case GL_RGBA8I_EXT: case GL_RGBA16I_EXT: case GL_RGBA32I_EXT: return ctx->Version >= 30 || (_mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_texture_integer) ? GL_RGBA : 0; case GL_RGB8UI_EXT: case GL_RGB16UI_EXT: case GL_RGB32UI_EXT: case GL_RGB8I_EXT: case GL_RGB16I_EXT: case GL_RGB32I_EXT: return _mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_texture_integer ? GL_RGB : 0; case GL_R8UI: case GL_R8I: case GL_R16UI: case GL_R16I: case GL_R32UI: case GL_R32I: return ctx->Version >= 30 || (_mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_texture_rg && ctx->Extensions.EXT_texture_integer) ? GL_RED : 0; case GL_RG8UI: case GL_RG8I: case GL_RG16UI: case GL_RG16I: case GL_RG32UI: case GL_RG32I: return ctx->Version >= 30 || (_mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_texture_rg && ctx->Extensions.EXT_texture_integer) ? GL_RG : 0; case GL_INTENSITY8I_EXT: case GL_INTENSITY8UI_EXT: case GL_INTENSITY16I_EXT: case GL_INTENSITY16UI_EXT: case GL_INTENSITY32I_EXT: case GL_INTENSITY32UI_EXT: return ctx->API == API_OPENGL_COMPAT && ctx->Extensions.EXT_texture_integer && ctx->Extensions.ARB_framebuffer_object ? GL_INTENSITY : 0; case GL_LUMINANCE8I_EXT: case GL_LUMINANCE8UI_EXT: case GL_LUMINANCE16I_EXT: case GL_LUMINANCE16UI_EXT: case GL_LUMINANCE32I_EXT: case GL_LUMINANCE32UI_EXT: return ctx->API == API_OPENGL_COMPAT && ctx->Extensions.EXT_texture_integer && ctx->Extensions.ARB_framebuffer_object ? GL_LUMINANCE : 0; case GL_LUMINANCE_ALPHA8I_EXT: case GL_LUMINANCE_ALPHA8UI_EXT: case GL_LUMINANCE_ALPHA16I_EXT: case GL_LUMINANCE_ALPHA16UI_EXT: case GL_LUMINANCE_ALPHA32I_EXT: case GL_LUMINANCE_ALPHA32UI_EXT: return ctx->API == API_OPENGL_COMPAT && ctx->Extensions.EXT_texture_integer && ctx->Extensions.ARB_framebuffer_object ? GL_LUMINANCE_ALPHA : 0; case GL_ALPHA8I_EXT: case GL_ALPHA8UI_EXT: case GL_ALPHA16I_EXT: case GL_ALPHA16UI_EXT: case GL_ALPHA32I_EXT: case GL_ALPHA32UI_EXT: return ctx->API == API_OPENGL_COMPAT && ctx->Extensions.EXT_texture_integer && ctx->Extensions.ARB_framebuffer_object ? GL_ALPHA : 0; case GL_RGB10_A2UI: return (_mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_texture_rgb10_a2ui) || _mesa_is_gles3(ctx) ? GL_RGBA : 0; case GL_RGB565: return _mesa_is_gles(ctx) || ctx->Extensions.ARB_ES2_compatibility ? GL_RGB : 0; default: return 0; } } /** * Invalidate a renderbuffer attachment. Called from _mesa_HashWalk(). */ static void invalidate_rb(GLuint key, void *data, void *userData) { struct gl_framebuffer *fb = (struct gl_framebuffer *) data; struct gl_renderbuffer *rb = (struct gl_renderbuffer *) userData; /* If this is a user-created FBO */ if (_mesa_is_user_fbo(fb)) { GLuint i; for (i = 0; i < BUFFER_COUNT; i++) { struct gl_renderbuffer_attachment *att = fb->Attachment + i; if (att->Type == GL_RENDERBUFFER && att->Renderbuffer == rb) { /* Mark fb status as indeterminate to force re-validation */ fb->_Status = 0; return; } } } } /** sentinal value, see below */ #define NO_SAMPLES 1000 void _mesa_renderbuffer_storage(struct gl_context *ctx, struct gl_renderbuffer *rb, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei samples) { const GLenum baseFormat = _mesa_base_fbo_format(ctx, internalFormat); assert(baseFormat != 0); assert(width >= 0 && width <= (GLsizei) ctx->Const.MaxRenderbufferSize); assert(height >= 0 && height <= (GLsizei) ctx->Const.MaxRenderbufferSize); assert(samples != NO_SAMPLES); if (samples != 0) { assert(samples > 0); assert(_mesa_check_sample_count(ctx, GL_RENDERBUFFER, internalFormat, samples) == GL_NO_ERROR); } FLUSH_VERTICES(ctx, _NEW_BUFFERS); if (rb->InternalFormat == internalFormat && rb->Width == (GLuint) width && rb->Height == (GLuint) height && rb->NumSamples == samples) { /* no change in allocation needed */ return; } /* These MUST get set by the AllocStorage func */ rb->Format = MESA_FORMAT_NONE; rb->NumSamples = samples; /* Now allocate the storage */ assert(rb->AllocStorage); if (rb->AllocStorage(ctx, rb, internalFormat, width, height)) { /* No error - check/set fields now */ /* If rb->Format == MESA_FORMAT_NONE, the format is unsupported. */ assert(rb->Width == (GLuint) width); assert(rb->Height == (GLuint) height); rb->InternalFormat = internalFormat; rb->_BaseFormat = baseFormat; assert(rb->_BaseFormat != 0); } else { /* Probably ran out of memory - clear the fields */ rb->Width = 0; rb->Height = 0; rb->Format = MESA_FORMAT_NONE; rb->InternalFormat = GL_NONE; rb->_BaseFormat = GL_NONE; rb->NumSamples = 0; } /* Invalidate the framebuffers the renderbuffer is attached in. */ if (rb->AttachedAnytime) { _mesa_HashWalk(ctx->Shared->FrameBuffers, invalidate_rb, rb); } } /** * Helper function used by renderbuffer_storage_direct() and * renderbuffer_storage_target(). * samples will be NO_SAMPLES if called by a non-multisample function. */ static void renderbuffer_storage(struct gl_context *ctx, struct gl_renderbuffer *rb, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei samples, const char *func) { GLenum baseFormat; GLenum sample_count_error; baseFormat = _mesa_base_fbo_format(ctx, internalFormat); if (baseFormat == 0) { _mesa_error(ctx, GL_INVALID_ENUM, "%s(internalFormat=%s)", func, _mesa_enum_to_string(internalFormat)); return; } if (width < 0 || width > (GLsizei) ctx->Const.MaxRenderbufferSize) { _mesa_error(ctx, GL_INVALID_VALUE, "%s(invalid width %d)", func, width); return; } if (height < 0 || height > (GLsizei) ctx->Const.MaxRenderbufferSize) { _mesa_error(ctx, GL_INVALID_VALUE, "%s(invalid height %d)", func, height); return; } if (samples == NO_SAMPLES) { /* NumSamples == 0 indicates non-multisampling */ samples = 0; } else { /* check the sample count; * note: driver may choose to use more samples than what's requested */ sample_count_error = _mesa_check_sample_count(ctx, GL_RENDERBUFFER, internalFormat, samples); /* Section 2.5 (GL Errors) of OpenGL 3.0 specification, page 16: * * "If a negative number is provided where an argument of type sizei or * sizeiptr is specified, the error INVALID VALUE is generated." */ if (samples < 0) { sample_count_error = GL_INVALID_VALUE; } if (sample_count_error != GL_NO_ERROR) { _mesa_error(ctx, sample_count_error, "%s(samples=%d)", func, samples); return; } } _mesa_renderbuffer_storage(ctx, rb, internalFormat, width, height, samples); } /** * Helper function used by _mesa_NamedRenderbufferStorage*(). * samples will be NO_SAMPLES if called by a non-multisample function. */ static void renderbuffer_storage_named(GLuint renderbuffer, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei samples, const char *func) { GET_CURRENT_CONTEXT(ctx); if (MESA_VERBOSE & VERBOSE_API) { if (samples == NO_SAMPLES) _mesa_debug(ctx, "%s(%u, %s, %d, %d)\n", func, renderbuffer, _mesa_enum_to_string(internalFormat), width, height); else _mesa_debug(ctx, "%s(%u, %s, %d, %d, %d)\n", func, renderbuffer, _mesa_enum_to_string(internalFormat), width, height, samples); } struct gl_renderbuffer *rb = _mesa_lookup_renderbuffer(ctx, renderbuffer); if (!rb || rb == &DummyRenderbuffer) { /* ID was reserved, but no real renderbuffer object made yet */ _mesa_error(ctx, GL_INVALID_OPERATION, "%s(invalid renderbuffer %u)", func, renderbuffer); return; } renderbuffer_storage(ctx, rb, internalFormat, width, height, samples, func); } /** * Helper function used by _mesa_RenderbufferStorage() and * _mesa_RenderbufferStorageMultisample(). * samples will be NO_SAMPLES if called by _mesa_RenderbufferStorage(). */ static void renderbuffer_storage_target(GLenum target, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei samples, const char *func) { GET_CURRENT_CONTEXT(ctx); if (MESA_VERBOSE & VERBOSE_API) { if (samples == NO_SAMPLES) _mesa_debug(ctx, "%s(%s, %s, %d, %d)\n", func, _mesa_enum_to_string(target), _mesa_enum_to_string(internalFormat), width, height); else _mesa_debug(ctx, "%s(%s, %s, %d, %d, %d)\n", func, _mesa_enum_to_string(target), _mesa_enum_to_string(internalFormat), width, height, samples); } if (target != GL_RENDERBUFFER_EXT) { _mesa_error(ctx, GL_INVALID_ENUM, "%s(target)", func); return; } if (!ctx->CurrentRenderbuffer) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(no renderbuffer bound)", func); return; } renderbuffer_storage(ctx, ctx->CurrentRenderbuffer, internalFormat, width, height, samples, func); } void GLAPIENTRY _mesa_EGLImageTargetRenderbufferStorageOES(GLenum target, GLeglImageOES image) { struct gl_renderbuffer *rb; GET_CURRENT_CONTEXT(ctx); if (!ctx->Extensions.OES_EGL_image) { _mesa_error(ctx, GL_INVALID_OPERATION, "glEGLImageTargetRenderbufferStorageOES(unsupported)"); return; } if (target != GL_RENDERBUFFER) { _mesa_error(ctx, GL_INVALID_ENUM, "EGLImageTargetRenderbufferStorageOES"); return; } rb = ctx->CurrentRenderbuffer; if (!rb) { _mesa_error(ctx, GL_INVALID_OPERATION, "EGLImageTargetRenderbufferStorageOES"); return; } FLUSH_VERTICES(ctx, _NEW_BUFFERS); ctx->Driver.EGLImageTargetRenderbufferStorage(ctx, rb, image); } /** * Helper function for _mesa_GetRenderbufferParameteriv() and * _mesa_GetFramebufferAttachmentParameteriv() * We have to be careful to respect the base format. For example, if a * renderbuffer/texture was created with internalFormat=GL_RGB but the * driver actually chose a GL_RGBA format, when the user queries ALPHA_SIZE * we need to return zero. */ static GLint get_component_bits(GLenum pname, GLenum baseFormat, mesa_format format) { if (_mesa_base_format_has_channel(baseFormat, pname)) return _mesa_get_format_bits(format, pname); else return 0; } void GLAPIENTRY _mesa_RenderbufferStorage(GLenum target, GLenum internalFormat, GLsizei width, GLsizei height) { /* GL_ARB_fbo says calling this function is equivalent to calling * glRenderbufferStorageMultisample() with samples=0. We pass in * a token value here just for error reporting purposes. */ renderbuffer_storage_target(target, internalFormat, width, height, NO_SAMPLES, "glRenderbufferStorage"); } void GLAPIENTRY _mesa_RenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height) { renderbuffer_storage_target(target, internalFormat, width, height, samples, "glRenderbufferStorageMultisample"); } /** * OpenGL ES version of glRenderBufferStorage. */ void GLAPIENTRY _es_RenderbufferStorageEXT(GLenum target, GLenum internalFormat, GLsizei width, GLsizei height) { switch (internalFormat) { case GL_RGB565: /* XXX this confuses GL_RENDERBUFFER_INTERNAL_FORMAT_OES */ /* choose a closest format */ internalFormat = GL_RGB5; break; default: break; } renderbuffer_storage_target(target, internalFormat, width, height, 0, "glRenderbufferStorageEXT"); } void GLAPIENTRY _mesa_NamedRenderbufferStorage(GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height) { /* GL_ARB_fbo says calling this function is equivalent to calling * glRenderbufferStorageMultisample() with samples=0. We pass in * a token value here just for error reporting purposes. */ renderbuffer_storage_named(renderbuffer, internalformat, width, height, NO_SAMPLES, "glNamedRenderbufferStorage"); } void GLAPIENTRY _mesa_NamedRenderbufferStorageMultisample(GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) { renderbuffer_storage_named(renderbuffer, internalformat, width, height, samples, "glNamedRenderbufferStorageMultisample"); } static void get_render_buffer_parameteriv(struct gl_context *ctx, struct gl_renderbuffer *rb, GLenum pname, GLint *params, const char *func) { /* No need to flush here since we're just quering state which is * not effected by rendering. */ switch (pname) { case GL_RENDERBUFFER_WIDTH_EXT: *params = rb->Width; return; case GL_RENDERBUFFER_HEIGHT_EXT: *params = rb->Height; return; case GL_RENDERBUFFER_INTERNAL_FORMAT_EXT: *params = rb->InternalFormat; return; case GL_RENDERBUFFER_RED_SIZE_EXT: case GL_RENDERBUFFER_GREEN_SIZE_EXT: case GL_RENDERBUFFER_BLUE_SIZE_EXT: case GL_RENDERBUFFER_ALPHA_SIZE_EXT: case GL_RENDERBUFFER_DEPTH_SIZE_EXT: case GL_RENDERBUFFER_STENCIL_SIZE_EXT: *params = get_component_bits(pname, rb->_BaseFormat, rb->Format); break; case GL_RENDERBUFFER_SAMPLES: if ((_mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_framebuffer_object) || _mesa_is_gles3(ctx)) { *params = rb->NumSamples; break; } /* fallthrough */ default: _mesa_error(ctx, GL_INVALID_ENUM, "%s(invalid pname=%s)", func, _mesa_enum_to_string(pname)); return; } } void GLAPIENTRY _mesa_GetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params) { GET_CURRENT_CONTEXT(ctx); if (target != GL_RENDERBUFFER_EXT) { _mesa_error(ctx, GL_INVALID_ENUM, "glGetRenderbufferParameterivEXT(target)"); return; } if (!ctx->CurrentRenderbuffer) { _mesa_error(ctx, GL_INVALID_OPERATION, "glGetRenderbufferParameterivEXT" "(no renderbuffer bound)"); return; } get_render_buffer_parameteriv(ctx, ctx->CurrentRenderbuffer, pname, params, "glGetRenderbufferParameteriv"); } void GLAPIENTRY _mesa_GetNamedRenderbufferParameteriv(GLuint renderbuffer, GLenum pname, GLint *params) { GET_CURRENT_CONTEXT(ctx); struct gl_renderbuffer *rb = _mesa_lookup_renderbuffer(ctx, renderbuffer); if (!rb || rb == &DummyRenderbuffer) { /* ID was reserved, but no real renderbuffer object made yet */ _mesa_error(ctx, GL_INVALID_OPERATION, "glGetNamedRenderbufferParameteriv" "(invalid renderbuffer %i)", renderbuffer); return; } get_render_buffer_parameteriv(ctx, rb, pname, params, "glGetNamedRenderbufferParameteriv"); } GLboolean GLAPIENTRY _mesa_IsFramebuffer(GLuint framebuffer) { GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE); if (framebuffer) { struct gl_framebuffer *rb = _mesa_lookup_framebuffer(ctx, framebuffer); if (rb != NULL && rb != &DummyFramebuffer) return GL_TRUE; } return GL_FALSE; } /** * Check if any of the attachments of the given framebuffer are textures * (render to texture). Call ctx->Driver.RenderTexture() for such * attachments. */ static void check_begin_texture_render(struct gl_context *ctx, struct gl_framebuffer *fb) { GLuint i; assert(ctx->Driver.RenderTexture); if (_mesa_is_winsys_fbo(fb)) return; /* can't render to texture with winsys framebuffers */ for (i = 0; i < BUFFER_COUNT; i++) { struct gl_renderbuffer_attachment *att = fb->Attachment + i; if (att->Texture && att->Renderbuffer->TexImage && driver_RenderTexture_is_safe(att)) { ctx->Driver.RenderTexture(ctx, fb, att); } } } /** * Examine all the framebuffer's attachments to see if any are textures. * If so, call ctx->Driver.FinishRenderTexture() for each texture to * notify the device driver that the texture image may have changed. */ static void check_end_texture_render(struct gl_context *ctx, struct gl_framebuffer *fb) { /* Skip if we know NeedsFinishRenderTexture won't be set. */ if (_mesa_is_winsys_fbo(fb) && !ctx->Driver.BindRenderbufferTexImage) return; if (ctx->Driver.FinishRenderTexture) { GLuint i; for (i = 0; i < BUFFER_COUNT; i++) { struct gl_renderbuffer_attachment *att = fb->Attachment + i; struct gl_renderbuffer *rb = att->Renderbuffer; if (rb && rb->NeedsFinishRenderTexture) { ctx->Driver.FinishRenderTexture(ctx, rb); } } } } static void bind_framebuffer(GLenum target, GLuint framebuffer, bool allow_user_names) { struct gl_framebuffer *newDrawFb, *newReadFb; GLboolean bindReadBuf, bindDrawBuf; GET_CURRENT_CONTEXT(ctx); switch (target) { case GL_DRAW_FRAMEBUFFER_EXT: bindDrawBuf = GL_TRUE; bindReadBuf = GL_FALSE; break; case GL_READ_FRAMEBUFFER_EXT: bindDrawBuf = GL_FALSE; bindReadBuf = GL_TRUE; break; case GL_FRAMEBUFFER_EXT: bindDrawBuf = GL_TRUE; bindReadBuf = GL_TRUE; break; default: _mesa_error(ctx, GL_INVALID_ENUM, "glBindFramebufferEXT(target)"); return; } if (framebuffer) { /* Binding a user-created framebuffer object */ newDrawFb = _mesa_lookup_framebuffer(ctx, framebuffer); if (newDrawFb == &DummyFramebuffer) { /* ID was reserved, but no real framebuffer object made yet */ newDrawFb = NULL; } else if (!newDrawFb && !allow_user_names) { /* All FBO IDs must be Gen'd */ _mesa_error(ctx, GL_INVALID_OPERATION, "glBindFramebuffer(buffer)"); return; } if (!newDrawFb) { /* create new framebuffer object */ newDrawFb = ctx->Driver.NewFramebuffer(ctx, framebuffer); if (!newDrawFb) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindFramebufferEXT"); return; } _mesa_HashInsert(ctx->Shared->FrameBuffers, framebuffer, newDrawFb); } newReadFb = newDrawFb; } else { /* Binding the window system framebuffer (which was originally set * with MakeCurrent). */ newDrawFb = ctx->WinSysDrawBuffer; newReadFb = ctx->WinSysReadBuffer; } _mesa_bind_framebuffers(ctx, bindDrawBuf ? newDrawFb : ctx->DrawBuffer, bindReadBuf ? newReadFb : ctx->ReadBuffer); } void _mesa_bind_framebuffers(struct gl_context *ctx, struct gl_framebuffer *newDrawFb, struct gl_framebuffer *newReadFb) { struct gl_framebuffer *const oldDrawFb = ctx->DrawBuffer; struct gl_framebuffer *const oldReadFb = ctx->ReadBuffer; const bool bindDrawBuf = oldDrawFb != newDrawFb; const bool bindReadBuf = oldReadFb != newReadFb; assert(newDrawFb); assert(newDrawFb != &DummyFramebuffer); /* * OK, now bind the new Draw/Read framebuffers, if they're changing. * * We also check if we're beginning and/or ending render-to-texture. * When a framebuffer with texture attachments is unbound, call * ctx->Driver.FinishRenderTexture(). * When a framebuffer with texture attachments is bound, call * ctx->Driver.RenderTexture(). * * Note that if the ReadBuffer has texture attachments we don't consider * that a render-to-texture case. */ if (bindReadBuf) { FLUSH_VERTICES(ctx, _NEW_BUFFERS); /* check if old readbuffer was render-to-texture */ check_end_texture_render(ctx, oldReadFb); _mesa_reference_framebuffer(&ctx->ReadBuffer, newReadFb); } if (bindDrawBuf) { FLUSH_VERTICES(ctx, _NEW_BUFFERS); /* check if old framebuffer had any texture attachments */ if (oldDrawFb) check_end_texture_render(ctx, oldDrawFb); /* check if newly bound framebuffer has any texture attachments */ check_begin_texture_render(ctx, newDrawFb); _mesa_reference_framebuffer(&ctx->DrawBuffer, newDrawFb); } if ((bindDrawBuf || bindReadBuf) && ctx->Driver.BindFramebuffer) { /* The few classic drivers that actually hook this function really only * want to know if the draw framebuffer changed. */ ctx->Driver.BindFramebuffer(ctx, bindDrawBuf ? GL_FRAMEBUFFER : GL_READ_FRAMEBUFFER, newDrawFb, newReadFb); } } void GLAPIENTRY _mesa_BindFramebuffer(GLenum target, GLuint framebuffer) { GET_CURRENT_CONTEXT(ctx); /* OpenGL ES glBindFramebuffer and glBindFramebufferOES use this same entry * point, but they allow the use of user-generated names. */ bind_framebuffer(target, framebuffer, _mesa_is_gles(ctx)); } void GLAPIENTRY _mesa_BindFramebufferEXT(GLenum target, GLuint framebuffer) { /* This function should not be in the dispatch table for core profile / * OpenGL 3.1, so execution should never get here in those cases -- no * need for an explicit test. */ bind_framebuffer(target, framebuffer, true); } void GLAPIENTRY _mesa_DeleteFramebuffers(GLsizei n, const GLuint *framebuffers) { GLint i; GET_CURRENT_CONTEXT(ctx); if (n < 0) { _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteFramebuffers(n < 0)"); return; } FLUSH_VERTICES(ctx, _NEW_BUFFERS); for (i = 0; i < n; i++) { if (framebuffers[i] > 0) { struct gl_framebuffer *fb; fb = _mesa_lookup_framebuffer(ctx, framebuffers[i]); if (fb) { assert(fb == &DummyFramebuffer || fb->Name == framebuffers[i]); /* check if deleting currently bound framebuffer object */ if (fb == ctx->DrawBuffer) { /* bind default */ assert(fb->RefCount >= 2); _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); } if (fb == ctx->ReadBuffer) { /* bind default */ assert(fb->RefCount >= 2); _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, 0); } /* remove from hash table immediately, to free the ID */ _mesa_HashRemove(ctx->Shared->FrameBuffers, framebuffers[i]); if (fb != &DummyFramebuffer) { /* But the object will not be freed until it's no longer * bound in any context. */ _mesa_reference_framebuffer(&fb, NULL); } } } } } /** * This is the implementation for glGenFramebuffers and glCreateFramebuffers. * It is not exposed to the rest of Mesa to encourage the use of * nameless buffers in driver internals. */ static void create_framebuffers(GLsizei n, GLuint *framebuffers, bool dsa) { GET_CURRENT_CONTEXT(ctx); GLuint first; GLint i; struct gl_framebuffer *fb; const char *func = dsa ? "glCreateFramebuffers" : "glGenFramebuffers"; if (n < 0) { _mesa_error(ctx, GL_INVALID_VALUE, "%s(n < 0)", func); return; } if (!framebuffers) return; _mesa_HashLockMutex(ctx->Shared->FrameBuffers); first = _mesa_HashFindFreeKeyBlock(ctx->Shared->FrameBuffers, n); for (i = 0; i < n; i++) { GLuint name = first + i; framebuffers[i] = name; if (dsa) { fb = ctx->Driver.NewFramebuffer(ctx, framebuffers[i]); if (!fb) { _mesa_HashUnlockMutex(ctx->Shared->FrameBuffers); _mesa_error(ctx, GL_OUT_OF_MEMORY, "%s", func); return; } } else fb = &DummyFramebuffer; _mesa_HashInsertLocked(ctx->Shared->FrameBuffers, name, fb); } _mesa_HashUnlockMutex(ctx->Shared->FrameBuffers); } void GLAPIENTRY _mesa_GenFramebuffers(GLsizei n, GLuint *framebuffers) { create_framebuffers(n, framebuffers, false); } void GLAPIENTRY _mesa_CreateFramebuffers(GLsizei n, GLuint *framebuffers) { create_framebuffers(n, framebuffers, true); } GLenum _mesa_check_framebuffer_status(struct gl_context *ctx, struct gl_framebuffer *buffer) { ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, 0); if (_mesa_is_winsys_fbo(buffer)) { /* EGL_KHR_surfaceless_context allows the winsys FBO to be incomplete. */ if (buffer != &IncompleteFramebuffer) { return GL_FRAMEBUFFER_COMPLETE_EXT; } else { return GL_FRAMEBUFFER_UNDEFINED; } } /* No need to flush here */ if (buffer->_Status != GL_FRAMEBUFFER_COMPLETE) { _mesa_test_framebuffer_completeness(ctx, buffer); } return buffer->_Status; } GLenum GLAPIENTRY _mesa_CheckFramebufferStatus(GLenum target) { struct gl_framebuffer *fb; GET_CURRENT_CONTEXT(ctx); if (MESA_VERBOSE & VERBOSE_API) _mesa_debug(ctx, "glCheckFramebufferStatus(%s)\n", _mesa_enum_to_string(target)); fb = get_framebuffer_target(ctx, target); if (!fb) { _mesa_error(ctx, GL_INVALID_ENUM, "glCheckFramebufferStatus(invalid target %s)", _mesa_enum_to_string(target)); return 0; } return _mesa_check_framebuffer_status(ctx, fb); } GLenum GLAPIENTRY _mesa_CheckNamedFramebufferStatus(GLuint framebuffer, GLenum target) { struct gl_framebuffer *fb; GET_CURRENT_CONTEXT(ctx); /* Validate the target (for conformance's sake) and grab a reference to the * default framebuffer in case framebuffer = 0. * Section 9.4 Framebuffer Completeness of the OpenGL 4.5 core spec * (30.10.2014, PDF page 336) says: * "If framebuffer is zero, then the status of the default read or * draw framebuffer (as determined by target) is returned." */ switch (target) { case GL_DRAW_FRAMEBUFFER: case GL_FRAMEBUFFER: fb = ctx->WinSysDrawBuffer; break; case GL_READ_FRAMEBUFFER: fb = ctx->WinSysReadBuffer; break; default: _mesa_error(ctx, GL_INVALID_ENUM, "glCheckNamedFramebufferStatus(invalid target %s)", _mesa_enum_to_string(target)); return 0; } if (framebuffer) { fb = _mesa_lookup_framebuffer_err(ctx, framebuffer, "glCheckNamedFramebufferStatus"); if (!fb) return 0; } return _mesa_check_framebuffer_status(ctx, fb); } /** * Replicate the src attachment point. Used by framebuffer_texture() when * the same texture is attached at GL_DEPTH_ATTACHMENT and * GL_STENCIL_ATTACHMENT. */ static void reuse_framebuffer_texture_attachment(struct gl_framebuffer *fb, gl_buffer_index dst, gl_buffer_index src) { struct gl_renderbuffer_attachment *dst_att = &fb->Attachment[dst]; struct gl_renderbuffer_attachment *src_att = &fb->Attachment[src]; assert(src_att->Texture != NULL); assert(src_att->Renderbuffer != NULL); _mesa_reference_texobj(&dst_att->Texture, src_att->Texture); _mesa_reference_renderbuffer(&dst_att->Renderbuffer, src_att->Renderbuffer); dst_att->Type = src_att->Type; dst_att->Complete = src_att->Complete; dst_att->TextureLevel = src_att->TextureLevel; dst_att->CubeMapFace = src_att->CubeMapFace; dst_att->Zoffset = src_att->Zoffset; dst_att->Layered = src_att->Layered; } static struct gl_texture_object * get_texture_for_framebuffer(struct gl_context *ctx, GLuint texture) { if (!texture) return NULL; return _mesa_lookup_texture(ctx, texture); } /** * Common code called by gl*FramebufferTexture*() to retrieve the correct * texture object pointer. * * \param texObj where the pointer to the texture object is returned. Note * that a successful call may return texObj = NULL. * * \return true if no errors, false if errors */ static bool get_texture_for_framebuffer_err(struct gl_context *ctx, GLuint texture, bool layered, const char *caller, struct gl_texture_object **texObj) { *texObj = NULL; /* This will get returned if texture = 0. */ if (!texture) return true; *texObj = _mesa_lookup_texture(ctx, texture); if (*texObj == NULL || (*texObj)->Target == 0) { /* Can't render to a non-existent texture object. * * The OpenGL 4.5 core spec (02.02.2015) in Section 9.2 Binding and * Managing Framebuffer Objects specifies a different error * depending upon the calling function (PDF pages 325-328). * *FramebufferTexture (where layered = GL_TRUE) throws invalid * value, while the other commands throw invalid operation (where * layered = GL_FALSE). */ const GLenum error = layered ? GL_INVALID_VALUE : GL_INVALID_OPERATION; _mesa_error(ctx, error, "%s(non-existent texture %u)", caller, texture); return false; } return true; } /** * Common code called by gl*FramebufferTexture() to verify the texture target * and decide whether or not the attachment should truly be considered * layered. * * \param layered true if attachment should be considered layered, false if * not * * \return true if no errors, false if errors */ static bool check_layered_texture_target(struct gl_context *ctx, GLenum target, const char *caller, GLboolean *layered) { *layered = GL_TRUE; switch (target) { case GL_TEXTURE_3D: case GL_TEXTURE_1D_ARRAY_EXT: case GL_TEXTURE_2D_ARRAY_EXT: case GL_TEXTURE_CUBE_MAP: case GL_TEXTURE_CUBE_MAP_ARRAY: case GL_TEXTURE_2D_MULTISAMPLE_ARRAY: return true; case GL_TEXTURE_1D: case GL_TEXTURE_2D: case GL_TEXTURE_RECTANGLE: case GL_TEXTURE_2D_MULTISAMPLE: /* These texture types are valid to pass to * glFramebufferTexture(), but since they aren't layered, it * is equivalent to calling glFramebufferTexture{1D,2D}(). */ *layered = GL_FALSE; return true; } _mesa_error(ctx, GL_INVALID_OPERATION, "%s(invalid texture target %s)", caller, _mesa_enum_to_string(target)); return false; } /** * Common code called by gl*FramebufferTextureLayer() to verify the texture * target. * * \return true if no errors, false if errors */ static bool check_texture_target(struct gl_context *ctx, GLenum target, const char *caller) { /* We're being called by glFramebufferTextureLayer(). * The only legal texture types for that function are 3D, * cube-map, and 1D/2D/cube-map array textures. * * We don't need to check for GL_ARB_texture_cube_map_array because the * application wouldn't have been able to create a texture with a * GL_TEXTURE_CUBE_MAP_ARRAY target if the extension were not enabled. */ switch (target) { case GL_TEXTURE_3D: case GL_TEXTURE_1D_ARRAY: case GL_TEXTURE_2D_ARRAY: case GL_TEXTURE_CUBE_MAP_ARRAY: case GL_TEXTURE_2D_MULTISAMPLE_ARRAY: return true; case GL_TEXTURE_CUBE_MAP: /* We don't need to check the extension (GL_ARB_direct_state_access) or * GL version (4.5) for GL_TEXTURE_CUBE_MAP because DSA is always * enabled in core profile. This can be called from * _mesa_FramebufferTextureLayer in compatibility profile (OpenGL 3.0), * so we do have to check the profile. */ return ctx->API == API_OPENGL_CORE; } _mesa_error(ctx, GL_INVALID_OPERATION, "%s(invalid texture target %s)", caller, _mesa_enum_to_string(target)); return false; } /** * Common code called by glFramebufferTexture*D() to verify the texture * target. * * \return true if no errors, false if errors */ static bool check_textarget(struct gl_context *ctx, int dims, GLenum target, GLenum textarget, const char *caller) { bool err = false; switch (textarget) { case GL_TEXTURE_1D: err = dims != 1; break; case GL_TEXTURE_1D_ARRAY: err = dims != 1 || !ctx->Extensions.EXT_texture_array; break; case GL_TEXTURE_2D: err = dims != 2; break; case GL_TEXTURE_2D_ARRAY: err = dims != 2 || !ctx->Extensions.EXT_texture_array || (_mesa_is_gles(ctx) && ctx->Version < 30); break; case GL_TEXTURE_2D_MULTISAMPLE: case GL_TEXTURE_2D_MULTISAMPLE_ARRAY: err = dims != 2 || !ctx->Extensions.ARB_texture_multisample || (_mesa_is_gles(ctx) && ctx->Version < 31); break; case GL_TEXTURE_RECTANGLE: err = dims != 2 || _mesa_is_gles(ctx) || !ctx->Extensions.NV_texture_rectangle; break; case GL_TEXTURE_CUBE_MAP: case GL_TEXTURE_CUBE_MAP_ARRAY: err = true; break; case GL_TEXTURE_CUBE_MAP_POSITIVE_X: case GL_TEXTURE_CUBE_MAP_NEGATIVE_X: case GL_TEXTURE_CUBE_MAP_POSITIVE_Y: case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: case GL_TEXTURE_CUBE_MAP_POSITIVE_Z: case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: err = dims != 2 || !ctx->Extensions.ARB_texture_cube_map; break; case GL_TEXTURE_3D: err = dims != 3; break; default: _mesa_error(ctx, GL_INVALID_ENUM, "%s(unknown textarget 0x%x)", caller, textarget); return false; } if (err) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(invalid textarget %s)", caller, _mesa_enum_to_string(textarget)); return false; } /* Make sure textarget is consistent with the texture's type */ err = (target == GL_TEXTURE_CUBE_MAP) ? !_mesa_is_cube_face(textarget): (target != textarget); if (err) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(mismatched texture target)", caller); return false; } return true; } /** * Common code called by gl*FramebufferTextureLayer() and * glFramebufferTexture3D() to validate the layer. * * \return true if no errors, false if errors */ static bool check_layer(struct gl_context *ctx, GLenum target, GLint layer, const char *caller) { /* Page 306 (page 328 of the PDF) of the OpenGL 4.5 (Core Profile) * spec says: * * "An INVALID_VALUE error is generated if texture is non-zero * and layer is negative." */ if (layer < 0) { _mesa_error(ctx, GL_INVALID_VALUE, "%s(layer %u < 0)", caller, layer); return false; } if (target == GL_TEXTURE_3D) { const GLuint maxSize = 1 << (ctx->Const.Max3DTextureLevels - 1); if (layer >= maxSize) { _mesa_error(ctx, GL_INVALID_VALUE, "%s(invalid layer %u)", caller, layer); return false; } } else if ((target == GL_TEXTURE_1D_ARRAY) || (target == GL_TEXTURE_2D_ARRAY) || (target == GL_TEXTURE_CUBE_MAP_ARRAY) || (target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)) { if (layer >= ctx->Const.MaxArrayTextureLayers) { _mesa_error(ctx, GL_INVALID_VALUE, "%s(layer %u >= GL_MAX_ARRAY_TEXTURE_LAYERS)", caller, layer); return false; } } else if (target == GL_TEXTURE_CUBE_MAP) { if (layer >= 6) { _mesa_error(ctx, GL_INVALID_VALUE, "%s(layer %u >= 6)", caller, layer); return false; } } return true; } /** * Common code called by all gl*FramebufferTexture*() entry points to verify * the level. * * \return true if no errors, false if errors */ static bool check_level(struct gl_context *ctx, GLenum target, GLint level, const char *caller) { if ((level < 0) || (level >= _mesa_max_texture_levels(ctx, target))) { _mesa_error(ctx, GL_INVALID_VALUE, "%s(invalid level %d)", caller, level); return false; } return true; } struct gl_renderbuffer_attachment * _mesa_get_and_validate_attachment(struct gl_context *ctx, struct gl_framebuffer *fb, GLenum attachment, const char *caller) { /* The window-system framebuffer object is immutable */ if (_mesa_is_winsys_fbo(fb)) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(window-system framebuffer)", caller); return NULL; } /* Not a hash lookup, so we can afford to get the attachment here. */ bool is_color_attachment; struct gl_renderbuffer_attachment *att = get_attachment(ctx, fb, attachment, &is_color_attachment); if (att == NULL) { if (is_color_attachment) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(invalid color attachment %s)", caller, _mesa_enum_to_string(attachment)); } else { _mesa_error(ctx, GL_INVALID_ENUM, "%s(invalid attachment %s)", caller, _mesa_enum_to_string(attachment)); } return NULL; } return att; } void _mesa_framebuffer_texture(struct gl_context *ctx, struct gl_framebuffer *fb, GLenum attachment, struct gl_renderbuffer_attachment *att, struct gl_texture_object *texObj, GLenum textarget, GLint level, GLuint layer, GLboolean layered) { FLUSH_VERTICES(ctx, _NEW_BUFFERS); mtx_lock(&fb->Mutex); if (texObj) { if (attachment == GL_DEPTH_ATTACHMENT && texObj == fb->Attachment[BUFFER_STENCIL].Texture && level == fb->Attachment[BUFFER_STENCIL].TextureLevel && _mesa_tex_target_to_face(textarget) == fb->Attachment[BUFFER_STENCIL].CubeMapFace && layer == fb->Attachment[BUFFER_STENCIL].Zoffset) { /* The texture object is already attached to the stencil attachment * point. Don't create a new renderbuffer; just reuse the stencil * attachment's. This is required to prevent a GL error in * glGetFramebufferAttachmentParameteriv(GL_DEPTH_STENCIL). */ reuse_framebuffer_texture_attachment(fb, BUFFER_DEPTH, BUFFER_STENCIL); } else if (attachment == GL_STENCIL_ATTACHMENT && texObj == fb->Attachment[BUFFER_DEPTH].Texture && level == fb->Attachment[BUFFER_DEPTH].TextureLevel && _mesa_tex_target_to_face(textarget) == fb->Attachment[BUFFER_DEPTH].CubeMapFace && layer == fb->Attachment[BUFFER_DEPTH].Zoffset) { /* As above, but with depth and stencil transposed. */ reuse_framebuffer_texture_attachment(fb, BUFFER_STENCIL, BUFFER_DEPTH); } else { set_texture_attachment(ctx, fb, att, texObj, textarget, level, layer, layered); if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) { /* Above we created a new renderbuffer and attached it to the * depth attachment point. Now attach it to the stencil attachment * point too. */ assert(att == &fb->Attachment[BUFFER_DEPTH]); reuse_framebuffer_texture_attachment(fb,BUFFER_STENCIL, BUFFER_DEPTH); } } /* Set the render-to-texture flag. We'll check this flag in * glTexImage() and friends to determine if we need to revalidate * any FBOs that might be rendering into this texture. * This flag never gets cleared since it's non-trivial to determine * when all FBOs might be done rendering to this texture. That's OK * though since it's uncommon to render to a texture then repeatedly * call glTexImage() to change images in the texture. */ texObj->_RenderToTexture = GL_TRUE; } else { remove_attachment(ctx, att); if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) { assert(att == &fb->Attachment[BUFFER_DEPTH]); remove_attachment(ctx, &fb->Attachment[BUFFER_STENCIL]); } } invalidate_framebuffer(fb); mtx_unlock(&fb->Mutex); } static void framebuffer_texture_with_dims_no_error(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint layer) { GET_CURRENT_CONTEXT(ctx); /* Get the framebuffer object */ struct gl_framebuffer *fb = get_framebuffer_target(ctx, target); /* Get the texture object */ struct gl_texture_object *texObj = get_texture_for_framebuffer(ctx, texture); struct gl_renderbuffer_attachment *att = get_attachment(ctx, fb, attachment, NULL); _mesa_framebuffer_texture(ctx, fb, attachment, att, texObj, textarget, level, layer, GL_FALSE); } static void framebuffer_texture_with_dims(int dims, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint layer, const char *caller) { GET_CURRENT_CONTEXT(ctx); struct gl_framebuffer *fb; struct gl_texture_object *texObj; /* Get the framebuffer object */ fb = get_framebuffer_target(ctx, target); if (!fb) { _mesa_error(ctx, GL_INVALID_ENUM, "%s(invalid target %s)", caller, _mesa_enum_to_string(target)); return; } /* Get the texture object */ if (!get_texture_for_framebuffer_err(ctx, texture, false, caller, &texObj)) return; if (texObj) { if (!check_textarget(ctx, dims, texObj->Target, textarget, caller)) return; if ((dims == 3) && !check_layer(ctx, texObj->Target, layer, caller)) return; if (!check_level(ctx, textarget, level, caller)) return; } struct gl_renderbuffer_attachment *att = _mesa_get_and_validate_attachment(ctx, fb, attachment, caller); if (!att) return; _mesa_framebuffer_texture(ctx, fb, attachment, att, texObj, textarget, level, layer, GL_FALSE); } void GLAPIENTRY _mesa_FramebufferTexture1D_no_error(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { framebuffer_texture_with_dims_no_error(target, attachment, textarget, texture, level, 0); } void GLAPIENTRY _mesa_FramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { framebuffer_texture_with_dims(1, target, attachment, textarget, texture, level, 0, "glFramebufferTexture1D"); } void GLAPIENTRY _mesa_FramebufferTexture2D_no_error(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { framebuffer_texture_with_dims_no_error(target, attachment, textarget, texture, level, 0); } void GLAPIENTRY _mesa_FramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { framebuffer_texture_with_dims(2, target, attachment, textarget, texture, level, 0, "glFramebufferTexture2D"); } void GLAPIENTRY _mesa_FramebufferTexture3D_no_error(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint layer) { framebuffer_texture_with_dims_no_error(target, attachment, textarget, texture, level, layer); } void GLAPIENTRY _mesa_FramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint layer) { framebuffer_texture_with_dims(3, target, attachment, textarget, texture, level, layer, "glFramebufferTexture3D"); } static ALWAYS_INLINE void frame_buffer_texture(GLuint framebuffer, GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer, const char *func, bool dsa, bool no_error, bool check_layered) { GET_CURRENT_CONTEXT(ctx); GLboolean layered = GL_FALSE; if (!no_error && check_layered) { if (!_mesa_has_geometry_shaders(ctx)) { _mesa_error(ctx, GL_INVALID_OPERATION, "unsupported function (%s) called", func); return; } } /* Get the framebuffer object */ struct gl_framebuffer *fb; if (no_error) { if (dsa) { fb = _mesa_lookup_framebuffer(ctx, framebuffer); } else { fb = get_framebuffer_target(ctx, target); } } else { if (dsa) { fb = _mesa_lookup_framebuffer_err(ctx, framebuffer, func); if (!fb) return; } else { fb = get_framebuffer_target(ctx, target); if (!fb) { _mesa_error(ctx, GL_INVALID_ENUM, "%s(invalid target %s)", func, _mesa_enum_to_string(target)); return; } } } /* Get the texture object and framebuffer attachment*/ struct gl_renderbuffer_attachment *att; struct gl_texture_object *texObj; if (no_error) { texObj = get_texture_for_framebuffer(ctx, texture); att = get_attachment(ctx, fb, attachment, NULL); } else { if (!get_texture_for_framebuffer_err(ctx, texture, check_layered, func, &texObj)) return; att = _mesa_get_and_validate_attachment(ctx, fb, attachment, func); if (!att) return; } GLenum textarget = 0; if (texObj) { if (check_layered) { /* We do this regardless of no_error because this sets layered */ if (!check_layered_texture_target(ctx, texObj->Target, func, &layered)) return; } if (!no_error) { if (!check_layered) { if (!check_texture_target(ctx, texObj->Target, func)) return; if (!check_layer(ctx, texObj->Target, layer, func)) return; } if (!check_level(ctx, texObj->Target, level, func)) return; } if (!check_layered && texObj->Target == GL_TEXTURE_CUBE_MAP) { assert(layer >= 0 && layer < 6); textarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + layer; layer = 0; } } _mesa_framebuffer_texture(ctx, fb, attachment, att, texObj, textarget, level, layer, layered); } void GLAPIENTRY _mesa_FramebufferTextureLayer_no_error(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer) { frame_buffer_texture(0, target, attachment, texture, level, layer, "glFramebufferTextureLayer", false, true, false); } void GLAPIENTRY _mesa_FramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer) { frame_buffer_texture(0, target, attachment, texture, level, layer, "glFramebufferTextureLayer", false, false, false); } void GLAPIENTRY _mesa_NamedFramebufferTextureLayer_no_error(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer) { frame_buffer_texture(framebuffer, 0, attachment, texture, level, layer, "glNamedFramebufferTextureLayer", true, true, false); } void GLAPIENTRY _mesa_NamedFramebufferTextureLayer(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer) { frame_buffer_texture(framebuffer, 0, attachment, texture, level, layer, "glNamedFramebufferTextureLayer", true, false, false); } void GLAPIENTRY _mesa_FramebufferTexture_no_error(GLenum target, GLenum attachment, GLuint texture, GLint level) { frame_buffer_texture(0, target, attachment, texture, level, 0, "glFramebufferTexture", false, true, true); } void GLAPIENTRY _mesa_FramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level) { frame_buffer_texture(0, target, attachment, texture, level, 0, "glFramebufferTexture", false, false, true); } void GLAPIENTRY _mesa_NamedFramebufferTexture_no_error(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level) { frame_buffer_texture(framebuffer, 0, attachment, texture, level, 0, "glNamedFramebufferTexture", true, true, true); } void GLAPIENTRY _mesa_NamedFramebufferTexture(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level) { frame_buffer_texture(framebuffer, 0, attachment, texture, level, 0, "glNamedFramebufferTexture", true, false, true); } void _mesa_framebuffer_renderbuffer(struct gl_context *ctx, struct gl_framebuffer *fb, GLenum attachment, struct gl_renderbuffer *rb) { assert(!_mesa_is_winsys_fbo(fb)); FLUSH_VERTICES(ctx, _NEW_BUFFERS); assert(ctx->Driver.FramebufferRenderbuffer); ctx->Driver.FramebufferRenderbuffer(ctx, fb, attachment, rb); /* Some subsequent GL commands may depend on the framebuffer's visual * after the binding is updated. Update visual info now. */ _mesa_update_framebuffer_visual(ctx, fb); } static void framebuffer_renderbuffer(struct gl_context *ctx, struct gl_framebuffer *fb, GLenum attachment, struct gl_renderbuffer *rb, const char *func) { struct gl_renderbuffer_attachment *att; bool is_color_attachment; if (_mesa_is_winsys_fbo(fb)) { /* Can't attach new renderbuffers to a window system framebuffer */ _mesa_error(ctx, GL_INVALID_OPERATION, "%s(window-system framebuffer)", func); return; } att = get_attachment(ctx, fb, attachment, &is_color_attachment); if (att == NULL) { /* * From OpenGL 4.5 spec, section 9.2.7 "Attaching Renderbuffer Images to * a Framebuffer": * * "An INVALID_OPERATION error is generated if attachment is COLOR_- * ATTACHMENTm where m is greater than or equal to the value of * MAX_COLOR_- ATTACHMENTS ." * * If we are at this point, is because the attachment is not valid, so * if is_color_attachment is true, is because of the previous reason. */ if (is_color_attachment) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(invalid color attachment %s)", func, _mesa_enum_to_string(attachment)); } else { _mesa_error(ctx, GL_INVALID_ENUM, "%s(invalid attachment %s)", func, _mesa_enum_to_string(attachment)); } return; } if (attachment == GL_DEPTH_STENCIL_ATTACHMENT && rb && rb->Format != MESA_FORMAT_NONE) { /* make sure the renderbuffer is a depth/stencil format */ const GLenum baseFormat = _mesa_get_format_base_format(rb->Format); if (baseFormat != GL_DEPTH_STENCIL) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(renderbuffer is not DEPTH_STENCIL format)", func); return; } } _mesa_framebuffer_renderbuffer(ctx, fb, attachment, rb); } void GLAPIENTRY _mesa_FramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) { struct gl_framebuffer *fb; struct gl_renderbuffer *rb; GET_CURRENT_CONTEXT(ctx); fb = get_framebuffer_target(ctx, target); if (!fb) { _mesa_error(ctx, GL_INVALID_ENUM, "glFramebufferRenderbuffer(invalid target %s)", _mesa_enum_to_string(target)); return; } if (renderbuffertarget != GL_RENDERBUFFER) { _mesa_error(ctx, GL_INVALID_ENUM, "glFramebufferRenderbuffer(renderbuffertarget is not " "GL_RENDERBUFFER)"); return; } if (renderbuffer) { rb = _mesa_lookup_renderbuffer_err(ctx, renderbuffer, "glFramebufferRenderbuffer"); if (!rb) return; } else { /* remove renderbuffer attachment */ rb = NULL; } framebuffer_renderbuffer(ctx, fb, attachment, rb, "glFramebufferRenderbuffer"); } void GLAPIENTRY _mesa_NamedFramebufferRenderbuffer(GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) { struct gl_framebuffer *fb; struct gl_renderbuffer *rb; GET_CURRENT_CONTEXT(ctx); fb = _mesa_lookup_framebuffer_err(ctx, framebuffer, "glNamedFramebufferRenderbuffer"); if (!fb) return; if (renderbuffertarget != GL_RENDERBUFFER) { _mesa_error(ctx, GL_INVALID_ENUM, "glNamedFramebufferRenderbuffer(renderbuffertarget is not " "GL_RENDERBUFFER)"); return; } if (renderbuffer) { rb = _mesa_lookup_renderbuffer_err(ctx, renderbuffer, "glNamedFramebufferRenderbuffer"); if (!rb) return; } else { /* remove renderbuffer attachment */ rb = NULL; } framebuffer_renderbuffer(ctx, fb, attachment, rb, "glNamedFramebufferRenderbuffer"); } static void get_framebuffer_attachment_parameter(struct gl_context *ctx, struct gl_framebuffer *buffer, GLenum attachment, GLenum pname, GLint *params, const char *caller) { const struct gl_renderbuffer_attachment *att; bool is_color_attachment = false; GLenum err; /* The error code for an attachment type of GL_NONE differs between APIs. * * From the ES 2.0.25 specification, page 127: * "If the value of FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE is NONE, then * querying any other pname will generate INVALID_ENUM." * * From the OpenGL 3.0 specification, page 337, or identically, * the OpenGL ES 3.0.4 specification, page 240: * * "If the value of FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE is NONE, no * framebuffer is bound to target. In this case querying pname * FRAMEBUFFER_ATTACHMENT_OBJECT_NAME will return zero, and all other * queries will generate an INVALID_OPERATION error." */ err = ctx->API == API_OPENGLES2 && ctx->Version < 30 ? GL_INVALID_ENUM : GL_INVALID_OPERATION; if (_mesa_is_winsys_fbo(buffer)) { /* Page 126 (page 136 of the PDF) of the OpenGL ES 2.0.25 spec * says: * * "If the framebuffer currently bound to target is zero, then * INVALID_OPERATION is generated." * * The EXT_framebuffer_object spec has the same wording, and the * OES_framebuffer_object spec refers to the EXT_framebuffer_object * spec. */ if ((!_mesa_is_desktop_gl(ctx) || !ctx->Extensions.ARB_framebuffer_object) && !_mesa_is_gles3(ctx)) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(window-system framebuffer)", caller); return; } if (_mesa_is_gles3(ctx) && attachment != GL_BACK && attachment != GL_DEPTH && attachment != GL_STENCIL) { _mesa_error(ctx, GL_INVALID_ENUM, "%s(invalid attachment %s)", caller, _mesa_enum_to_string(attachment)); return; } /* The specs are not clear about how to handle * GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME with the default framebuffer, * but dEQP-GLES3 expects an INVALID_ENUM error. This has also been * discussed in: * * https://cvs.khronos.org/bugzilla/show_bug.cgi?id=12928#c1 * and https://bugs.freedesktop.org/show_bug.cgi?id=31947 */ if (pname == GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME) { _mesa_error(ctx, GL_INVALID_ENUM, "%s(requesting GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME " "when GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE is " "GL_FRAMEBUFFER_DEFAULT is not allowed)", caller); return; } /* the default / window-system FBO */ att = get_fb0_attachment(ctx, buffer, attachment); } else { /* user-created framebuffer FBO */ att = get_attachment(ctx, buffer, attachment, &is_color_attachment); } if (att == NULL) { /* * From OpenGL 4.5 spec, section 9.2.3 "Framebuffer Object Queries": * * "An INVALID_OPERATION error is generated if a framebuffer object * is bound to target and attachment is COLOR_ATTACHMENTm where m is * greater than or equal to the value of MAX_COLOR_ATTACHMENTS." * * If we are at this point, is because the attachment is not valid, so * if is_color_attachment is true, is because of the previous reason. */ if (is_color_attachment) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(invalid color attachment %s)", caller, _mesa_enum_to_string(attachment)); } else { _mesa_error(ctx, GL_INVALID_ENUM, "%s(invalid attachment %s)", caller, _mesa_enum_to_string(attachment)); } return; } if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) { const struct gl_renderbuffer_attachment *depthAtt, *stencilAtt; if (pname == GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE) { /* This behavior is first specified in OpenGL 4.4 specification. * * From the OpenGL 4.4 spec page 275: * "This query cannot be performed for a combined depth+stencil * attachment, since it does not have a single format." */ _mesa_error(ctx, GL_INVALID_OPERATION, "%s(GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE" " is invalid for depth+stencil attachment)", caller); return; } /* the depth and stencil attachments must point to the same buffer */ depthAtt = get_attachment(ctx, buffer, GL_DEPTH_ATTACHMENT, NULL); stencilAtt = get_attachment(ctx, buffer, GL_STENCIL_ATTACHMENT, NULL); if (depthAtt->Renderbuffer != stencilAtt->Renderbuffer) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(DEPTH/STENCIL attachments differ)", caller); return; } } /* No need to flush here */ switch (pname) { case GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT: /* From the OpenGL spec, 9.2. Binding and Managing Framebuffer Objects: * * "If the value of FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE is NONE, then * either no framebuffer is bound to target; or the default framebuffer * is bound, attachment is DEPTH or STENCIL, and the number of depth or * stencil bits, respectively, is zero." * * Note that we don't need explicit checks on DEPTH and STENCIL, because * on the case the spec is pointing, att->Type is already NONE, so we * just need to check att->Type. */ *params = (_mesa_is_winsys_fbo(buffer) && att->Type != GL_NONE) ? GL_FRAMEBUFFER_DEFAULT : att->Type; return; case GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT: if (att->Type == GL_RENDERBUFFER_EXT) { *params = att->Renderbuffer->Name; } else if (att->Type == GL_TEXTURE) { *params = att->Texture->Name; } else { assert(att->Type == GL_NONE); if (_mesa_is_desktop_gl(ctx) || _mesa_is_gles3(ctx)) { *params = 0; } else { goto invalid_pname_enum; } } return; case GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL_EXT: if (att->Type == GL_TEXTURE) { *params = att->TextureLevel; } else if (att->Type == GL_NONE) { _mesa_error(ctx, err, "%s(invalid pname %s)", caller, _mesa_enum_to_string(pname)); } else { goto invalid_pname_enum; } return; case GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE_EXT: if (att->Type == GL_TEXTURE) { if (att->Texture && att->Texture->Target == GL_TEXTURE_CUBE_MAP) { *params = GL_TEXTURE_CUBE_MAP_POSITIVE_X + att->CubeMapFace; } else { *params = 0; } } else if (att->Type == GL_NONE) { _mesa_error(ctx, err, "%s(invalid pname %s)", caller, _mesa_enum_to_string(pname)); } else { goto invalid_pname_enum; } return; case GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_EXT: if (ctx->API == API_OPENGLES) { goto invalid_pname_enum; } else if (att->Type == GL_NONE) { _mesa_error(ctx, err, "%s(invalid pname %s)", caller, _mesa_enum_to_string(pname)); } else if (att->Type == GL_TEXTURE) { if (att->Texture && (att->Texture->Target == GL_TEXTURE_3D || att->Texture->Target == GL_TEXTURE_2D_ARRAY)) { *params = att->Zoffset; } else { *params = 0; } } else { goto invalid_pname_enum; } return; case GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING: if ((!_mesa_is_desktop_gl(ctx) || !ctx->Extensions.ARB_framebuffer_object) && !_mesa_is_gles3(ctx)) { goto invalid_pname_enum; } else if (att->Type == GL_NONE) { if (_mesa_is_winsys_fbo(buffer) && (attachment == GL_DEPTH || attachment == GL_STENCIL)) { *params = GL_LINEAR; } else { _mesa_error(ctx, err, "%s(invalid pname %s)", caller, _mesa_enum_to_string(pname)); } } else { if (ctx->Extensions.EXT_framebuffer_sRGB) { *params = _mesa_get_format_color_encoding(att->Renderbuffer->Format); } else { /* According to ARB_framebuffer_sRGB, we should return LINEAR * if the sRGB conversion is unsupported. */ *params = GL_LINEAR; } } return; case GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE: if ((ctx->API != API_OPENGL_COMPAT || !ctx->Extensions.ARB_framebuffer_object) && ctx->API != API_OPENGL_CORE && !_mesa_is_gles3(ctx)) { goto invalid_pname_enum; } else if (att->Type == GL_NONE) { _mesa_error(ctx, err, "%s(invalid pname %s)", caller, _mesa_enum_to_string(pname)); } else { mesa_format format = att->Renderbuffer->Format; /* Page 235 (page 247 of the PDF) in section 6.1.13 of the OpenGL ES * 3.0.1 spec says: * * "If pname is FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE.... If * attachment is DEPTH_STENCIL_ATTACHMENT the query will fail and * generate an INVALID_OPERATION error. */ if (_mesa_is_gles3(ctx) && attachment == GL_DEPTH_STENCIL_ATTACHMENT) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(cannot query " "GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE of " "GL_DEPTH_STENCIL_ATTACHMENT)", caller); return; } if (format == MESA_FORMAT_S_UINT8) { /* special cases */ *params = GL_INDEX; } else if (format == MESA_FORMAT_Z32_FLOAT_S8X24_UINT) { /* depends on the attachment parameter */ if (attachment == GL_STENCIL_ATTACHMENT) { *params = GL_INDEX; } else { *params = GL_FLOAT; } } else { *params = _mesa_get_format_datatype(format); } } return; case GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE: case GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE: case GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE: case GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE: case GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE: case GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE: if ((!_mesa_is_desktop_gl(ctx) || !ctx->Extensions.ARB_framebuffer_object) && !_mesa_is_gles3(ctx)) { goto invalid_pname_enum; } else if (att->Texture) { const struct gl_texture_image *texImage = _mesa_select_tex_image(att->Texture, att->Texture->Target, att->TextureLevel); if (texImage) { *params = get_component_bits(pname, texImage->_BaseFormat, texImage->TexFormat); } else { *params = 0; } } else if (att->Renderbuffer) { *params = get_component_bits(pname, att->Renderbuffer->_BaseFormat, att->Renderbuffer->Format); } else { assert(att->Type == GL_NONE); _mesa_error(ctx, err, "%s(invalid pname %s)", caller, _mesa_enum_to_string(pname)); } return; case GL_FRAMEBUFFER_ATTACHMENT_LAYERED: if (!_mesa_has_geometry_shaders(ctx)) { goto invalid_pname_enum; } else if (att->Type == GL_TEXTURE) { *params = att->Layered; } else if (att->Type == GL_NONE) { _mesa_error(ctx, err, "%s(invalid pname %s)", caller, _mesa_enum_to_string(pname)); } else { goto invalid_pname_enum; } return; default: goto invalid_pname_enum; } return; invalid_pname_enum: _mesa_error(ctx, GL_INVALID_ENUM, "%s(invalid pname %s)", caller, _mesa_enum_to_string(pname)); return; } void GLAPIENTRY _mesa_GetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params) { GET_CURRENT_CONTEXT(ctx); struct gl_framebuffer *buffer; buffer = get_framebuffer_target(ctx, target); if (!buffer) { _mesa_error(ctx, GL_INVALID_ENUM, "glGetFramebufferAttachmentParameteriv(invalid target %s)", _mesa_enum_to_string(target)); return; } get_framebuffer_attachment_parameter(ctx, buffer, attachment, pname, params, "glGetFramebufferAttachmentParameteriv"); } void GLAPIENTRY _mesa_GetNamedFramebufferAttachmentParameteriv(GLuint framebuffer, GLenum attachment, GLenum pname, GLint *params) { GET_CURRENT_CONTEXT(ctx); struct gl_framebuffer *buffer; if (framebuffer) { buffer = _mesa_lookup_framebuffer_err(ctx, framebuffer, "glGetNamedFramebufferAttachmentParameteriv"); if (!buffer) return; } else { /* * Section 9.2 Binding and Managing Framebuffer Objects of the OpenGL * 4.5 core spec (30.10.2014, PDF page 314): * "If framebuffer is zero, then the default draw framebuffer is * queried." */ buffer = ctx->WinSysDrawBuffer; } get_framebuffer_attachment_parameter(ctx, buffer, attachment, pname, params, "glGetNamedFramebufferAttachmentParameteriv"); } void GLAPIENTRY _mesa_NamedFramebufferParameteri(GLuint framebuffer, GLenum pname, GLint param) { GET_CURRENT_CONTEXT(ctx); struct gl_framebuffer *fb = NULL; if (!ctx->Extensions.ARB_framebuffer_no_attachments) { _mesa_error(ctx, GL_INVALID_OPERATION, "glNamedFramebufferParameteri(" "ARB_framebuffer_no_attachments not implemented)"); return; } fb = _mesa_lookup_framebuffer_err(ctx, framebuffer, "glNamedFramebufferParameteri"); if (fb) { framebuffer_parameteri(ctx, fb, pname, param, "glNamedFramebufferParameteriv"); } } void GLAPIENTRY _mesa_GetNamedFramebufferParameteriv(GLuint framebuffer, GLenum pname, GLint *param) { GET_CURRENT_CONTEXT(ctx); struct gl_framebuffer *fb; if (!ctx->Extensions.ARB_framebuffer_no_attachments) { _mesa_error(ctx, GL_INVALID_OPERATION, "glNamedFramebufferParameteriv(" "ARB_framebuffer_no_attachments not implemented)"); return; } if (framebuffer) { fb = _mesa_lookup_framebuffer_err(ctx, framebuffer, "glGetNamedFramebufferParameteriv"); } else { fb = ctx->WinSysDrawBuffer; } if (fb) { get_framebuffer_parameteriv(ctx, fb, pname, param, "glGetNamedFramebufferParameteriv"); } } static void invalidate_framebuffer_storage(struct gl_context *ctx, struct gl_framebuffer *fb, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height, const char *name) { int i; /* Section 17.4 Whole Framebuffer Operations of the OpenGL 4.5 Core * Spec (2.2.2015, PDF page 522) says: * "An INVALID_VALUE error is generated if numAttachments, width, or * height is negative." */ if (numAttachments < 0) { _mesa_error(ctx, GL_INVALID_VALUE, "%s(numAttachments < 0)", name); return; } if (width < 0) { _mesa_error(ctx, GL_INVALID_VALUE, "%s(width < 0)", name); return; } if (height < 0) { _mesa_error(ctx, GL_INVALID_VALUE, "%s(height < 0)", name); return; } /* The GL_ARB_invalidate_subdata spec says: * * "If an attachment is specified that does not exist in the * framebuffer bound to , it is ignored." * * It also says: * * "If contains COLOR_ATTACHMENTm and m is greater than * or equal to the value of MAX_COLOR_ATTACHMENTS, then the error * INVALID_OPERATION is generated." * * No mention is made of GL_AUXi being out of range. Therefore, we allow * any enum that can be allowed by the API (OpenGL ES 3.0 has a different * set of retrictions). */ for (i = 0; i < numAttachments; i++) { if (_mesa_is_winsys_fbo(fb)) { switch (attachments[i]) { case GL_ACCUM: case GL_AUX0: case GL_AUX1: case GL_AUX2: case GL_AUX3: /* Accumulation buffers and auxilary buffers were removed in * OpenGL 3.1, and they never existed in OpenGL ES. */ if (ctx->API != API_OPENGL_COMPAT) goto invalid_enum; break; case GL_COLOR: case GL_DEPTH: case GL_STENCIL: break; case GL_BACK_LEFT: case GL_BACK_RIGHT: case GL_FRONT_LEFT: case GL_FRONT_RIGHT: if (!_mesa_is_desktop_gl(ctx)) goto invalid_enum; break; default: goto invalid_enum; } } else { switch (attachments[i]) { case GL_DEPTH_ATTACHMENT: case GL_STENCIL_ATTACHMENT: break; case GL_DEPTH_STENCIL_ATTACHMENT: /* GL_DEPTH_STENCIL_ATTACHMENT is a valid attachment point only * in desktop and ES 3.0 profiles. Note that OES_packed_depth_stencil * extension does not make this attachment point valid on ES 2.0. */ if (_mesa_is_desktop_gl(ctx) || _mesa_is_gles3(ctx)) break; /* fallthrough */ case GL_COLOR_ATTACHMENT0: case GL_COLOR_ATTACHMENT1: case GL_COLOR_ATTACHMENT2: case GL_COLOR_ATTACHMENT3: case GL_COLOR_ATTACHMENT4: case GL_COLOR_ATTACHMENT5: case GL_COLOR_ATTACHMENT6: case GL_COLOR_ATTACHMENT7: case GL_COLOR_ATTACHMENT8: case GL_COLOR_ATTACHMENT9: case GL_COLOR_ATTACHMENT10: case GL_COLOR_ATTACHMENT11: case GL_COLOR_ATTACHMENT12: case GL_COLOR_ATTACHMENT13: case GL_COLOR_ATTACHMENT14: case GL_COLOR_ATTACHMENT15: { unsigned k = attachments[i] - GL_COLOR_ATTACHMENT0; if (k >= ctx->Const.MaxColorAttachments) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(attachment >= max. color attachments)", name); return; } break; } default: goto invalid_enum; } } } /* We don't actually do anything for this yet. Just return after * validating the parameters and generating the required errors. */ return; invalid_enum: _mesa_error(ctx, GL_INVALID_ENUM, "%s(invalid attachment %s)", name, _mesa_enum_to_string(attachments[i])); return; } void GLAPIENTRY _mesa_InvalidateSubFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height) { struct gl_framebuffer *fb; GET_CURRENT_CONTEXT(ctx); fb = get_framebuffer_target(ctx, target); if (!fb) { _mesa_error(ctx, GL_INVALID_ENUM, "glInvalidateSubFramebuffer(invalid target %s)", _mesa_enum_to_string(target)); return; } invalidate_framebuffer_storage(ctx, fb, numAttachments, attachments, x, y, width, height, "glInvalidateSubFramebuffer"); } void GLAPIENTRY _mesa_InvalidateNamedFramebufferSubData(GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height) { struct gl_framebuffer *fb; GET_CURRENT_CONTEXT(ctx); /* The OpenGL 4.5 core spec (02.02.2015) says (in Section 17.4 Whole * Framebuffer Operations, PDF page 522): "If framebuffer is zero, the * default draw framebuffer is affected." */ if (framebuffer) { fb = _mesa_lookup_framebuffer_err(ctx, framebuffer, "glInvalidateNamedFramebufferSubData"); if (!fb) return; } else fb = ctx->WinSysDrawBuffer; invalidate_framebuffer_storage(ctx, fb, numAttachments, attachments, x, y, width, height, "glInvalidateNamedFramebufferSubData"); } void GLAPIENTRY _mesa_InvalidateFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments) { struct gl_framebuffer *fb; GET_CURRENT_CONTEXT(ctx); fb = get_framebuffer_target(ctx, target); if (!fb) { _mesa_error(ctx, GL_INVALID_ENUM, "glInvalidateFramebuffer(invalid target %s)", _mesa_enum_to_string(target)); return; } /* The GL_ARB_invalidate_subdata spec says: * * "The command * * void InvalidateFramebuffer(enum target, * sizei numAttachments, * const enum *attachments); * * is equivalent to the command InvalidateSubFramebuffer with , , * , equal to 0, 0, , * respectively." */ invalidate_framebuffer_storage(ctx, fb, numAttachments, attachments, 0, 0, ctx->Const.MaxViewportWidth, ctx->Const.MaxViewportHeight, "glInvalidateFramebuffer"); } void GLAPIENTRY _mesa_InvalidateNamedFramebufferData(GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments) { struct gl_framebuffer *fb; GET_CURRENT_CONTEXT(ctx); /* The OpenGL 4.5 core spec (02.02.2015) says (in Section 17.4 Whole * Framebuffer Operations, PDF page 522): "If framebuffer is zero, the * default draw framebuffer is affected." */ if (framebuffer) { fb = _mesa_lookup_framebuffer_err(ctx, framebuffer, "glInvalidateNamedFramebufferData"); if (!fb) return; } else fb = ctx->WinSysDrawBuffer; /* The GL_ARB_invalidate_subdata spec says: * * "The command * * void InvalidateFramebuffer(enum target, * sizei numAttachments, * const enum *attachments); * * is equivalent to the command InvalidateSubFramebuffer with , , * , equal to 0, 0, , * respectively." */ invalidate_framebuffer_storage(ctx, fb, numAttachments, attachments, 0, 0, ctx->Const.MaxViewportWidth, ctx->Const.MaxViewportHeight, "glInvalidateNamedFramebufferData"); } void GLAPIENTRY _mesa_DiscardFramebufferEXT(GLenum target, GLsizei numAttachments, const GLenum *attachments) { struct gl_framebuffer *fb; GLint i; GET_CURRENT_CONTEXT(ctx); fb = get_framebuffer_target(ctx, target); if (!fb) { _mesa_error(ctx, GL_INVALID_ENUM, "glDiscardFramebufferEXT(target %s)", _mesa_enum_to_string(target)); return; } if (numAttachments < 0) { _mesa_error(ctx, GL_INVALID_VALUE, "glDiscardFramebufferEXT(numAttachments < 0)"); return; } for (i = 0; i < numAttachments; i++) { switch (attachments[i]) { case GL_COLOR: case GL_DEPTH: case GL_STENCIL: if (_mesa_is_user_fbo(fb)) goto invalid_enum; break; case GL_COLOR_ATTACHMENT0: case GL_DEPTH_ATTACHMENT: case GL_STENCIL_ATTACHMENT: if (_mesa_is_winsys_fbo(fb)) goto invalid_enum; break; default: goto invalid_enum; } } if (ctx->Driver.DiscardFramebuffer) ctx->Driver.DiscardFramebuffer(ctx, target, numAttachments, attachments); return; invalid_enum: _mesa_error(ctx, GL_INVALID_ENUM, "glDiscardFramebufferEXT(attachment %s)", _mesa_enum_to_string(attachments[i])); } ss="hl opt">(in,2,2) - MAT(in,2,1)*MAT(in,0,2) )*det); MAT(out,0,2) = ( (MAT(in,0,1)*MAT(in,1,2) - MAT(in,1,1)*MAT(in,0,2) )*det); MAT(out,1,0) = (- (MAT(in,1,0)*MAT(in,2,2) - MAT(in,2,0)*MAT(in,1,2) )*det); MAT(out,1,1) = ( (MAT(in,0,0)*MAT(in,2,2) - MAT(in,2,0)*MAT(in,0,2) )*det); MAT(out,1,2) = (- (MAT(in,0,0)*MAT(in,1,2) - MAT(in,1,0)*MAT(in,0,2) )*det); MAT(out,2,0) = ( (MAT(in,1,0)*MAT(in,2,1) - MAT(in,2,0)*MAT(in,1,1) )*det); MAT(out,2,1) = (- (MAT(in,0,0)*MAT(in,2,1) - MAT(in,2,0)*MAT(in,0,1) )*det); MAT(out,2,2) = ( (MAT(in,0,0)*MAT(in,1,1) - MAT(in,1,0)*MAT(in,0,1) )*det); /* Do the translation part */ MAT(out,0,3) = - (MAT(in,0,3) * MAT(out,0,0) + MAT(in,1,3) * MAT(out,0,1) + MAT(in,2,3) * MAT(out,0,2) ); MAT(out,1,3) = - (MAT(in,0,3) * MAT(out,1,0) + MAT(in,1,3) * MAT(out,1,1) + MAT(in,2,3) * MAT(out,1,2) ); MAT(out,2,3) = - (MAT(in,0,3) * MAT(out,2,0) + MAT(in,1,3) * MAT(out,2,1) + MAT(in,2,3) * MAT(out,2,2) ); return GL_TRUE; } /** * Compute inverse of a 3d transformation matrix. * * \param mat pointer to a GLmatrix structure. The matrix inverse will be * stored in the GLmatrix::inv attribute. * * \return GL_TRUE for success, GL_FALSE for failure (\p singular matrix). * * If the matrix is not an angle preserving matrix then calls * invert_matrix_3d_general for the actual calculation. Otherwise calculates * the inverse matrix analyzing and inverting each of the scaling, rotation and * translation parts. */ static GLboolean invert_matrix_3d( GLmatrix *mat ) { const GLfloat *in = mat->m; GLfloat *out = mat->inv; if (!TEST_MAT_FLAGS(mat, MAT_FLAGS_ANGLE_PRESERVING)) { return invert_matrix_3d_general( mat ); } if (mat->flags & MAT_FLAG_UNIFORM_SCALE) { GLfloat scale = (MAT(in,0,0) * MAT(in,0,0) + MAT(in,0,1) * MAT(in,0,1) + MAT(in,0,2) * MAT(in,0,2)); if (scale == 0.0) return GL_FALSE; scale = 1.0F / scale; /* Transpose and scale the 3 by 3 upper-left submatrix. */ MAT(out,0,0) = scale * MAT(in,0,0); MAT(out,1,0) = scale * MAT(in,0,1); MAT(out,2,0) = scale * MAT(in,0,2); MAT(out,0,1) = scale * MAT(in,1,0); MAT(out,1,1) = scale * MAT(in,1,1); MAT(out,2,1) = scale * MAT(in,1,2); MAT(out,0,2) = scale * MAT(in,2,0); MAT(out,1,2) = scale * MAT(in,2,1); MAT(out,2,2) = scale * MAT(in,2,2); } else if (mat->flags & MAT_FLAG_ROTATION) { /* Transpose the 3 by 3 upper-left submatrix. */ MAT(out,0,0) = MAT(in,0,0); MAT(out,1,0) = MAT(in,0,1); MAT(out,2,0) = MAT(in,0,2); MAT(out,0,1) = MAT(in,1,0); MAT(out,1,1) = MAT(in,1,1); MAT(out,2,1) = MAT(in,1,2); MAT(out,0,2) = MAT(in,2,0); MAT(out,1,2) = MAT(in,2,1); MAT(out,2,2) = MAT(in,2,2); } else { /* pure translation */ memcpy( out, Identity, sizeof(Identity) ); MAT(out,0,3) = - MAT(in,0,3); MAT(out,1,3) = - MAT(in,1,3); MAT(out,2,3) = - MAT(in,2,3); return GL_TRUE; } if (mat->flags & MAT_FLAG_TRANSLATION) { /* Do the translation part */ MAT(out,0,3) = - (MAT(in,0,3) * MAT(out,0,0) + MAT(in,1,3) * MAT(out,0,1) + MAT(in,2,3) * MAT(out,0,2) ); MAT(out,1,3) = - (MAT(in,0,3) * MAT(out,1,0) + MAT(in,1,3) * MAT(out,1,1) + MAT(in,2,3) * MAT(out,1,2) ); MAT(out,2,3) = - (MAT(in,0,3) * MAT(out,2,0) + MAT(in,1,3) * MAT(out,2,1) + MAT(in,2,3) * MAT(out,2,2) ); } else { MAT(out,0,3) = MAT(out,1,3) = MAT(out,2,3) = 0.0; } return GL_TRUE; } /** * Compute inverse of an identity transformation matrix. * * \param mat pointer to a GLmatrix structure. The matrix inverse will be * stored in the GLmatrix::inv attribute. * * \return always GL_TRUE. * * Simply copies Identity into GLmatrix::inv. */ static GLboolean invert_matrix_identity( GLmatrix *mat ) { memcpy( mat->inv, Identity, sizeof(Identity) ); return GL_TRUE; } /** * Compute inverse of a no-rotation 3d transformation matrix. * * \param mat pointer to a GLmatrix structure. The matrix inverse will be * stored in the GLmatrix::inv attribute. * * \return GL_TRUE for success, GL_FALSE for failure (\p singular matrix). * * Calculates the */ static GLboolean invert_matrix_3d_no_rot( GLmatrix *mat ) { const GLfloat *in = mat->m; GLfloat *out = mat->inv; if (MAT(in,0,0) == 0 || MAT(in,1,1) == 0 || MAT(in,2,2) == 0 ) return GL_FALSE; memcpy( out, Identity, 16 * sizeof(GLfloat) ); MAT(out,0,0) = 1.0F / MAT(in,0,0); MAT(out,1,1) = 1.0F / MAT(in,1,1); MAT(out,2,2) = 1.0F / MAT(in,2,2); if (mat->flags & MAT_FLAG_TRANSLATION) { MAT(out,0,3) = - (MAT(in,0,3) * MAT(out,0,0)); MAT(out,1,3) = - (MAT(in,1,3) * MAT(out,1,1)); MAT(out,2,3) = - (MAT(in,2,3) * MAT(out,2,2)); } return GL_TRUE; } /** * Compute inverse of a no-rotation 2d transformation matrix. * * \param mat pointer to a GLmatrix structure. The matrix inverse will be * stored in the GLmatrix::inv attribute. * * \return GL_TRUE for success, GL_FALSE for failure (\p singular matrix). * * Calculates the inverse matrix by applying the inverse scaling and * translation to the identity matrix. */ static GLboolean invert_matrix_2d_no_rot( GLmatrix *mat ) { const GLfloat *in = mat->m; GLfloat *out = mat->inv; if (MAT(in,0,0) == 0 || MAT(in,1,1) == 0) return GL_FALSE; memcpy( out, Identity, 16 * sizeof(GLfloat) ); MAT(out,0,0) = 1.0F / MAT(in,0,0); MAT(out,1,1) = 1.0F / MAT(in,1,1); if (mat->flags & MAT_FLAG_TRANSLATION) { MAT(out,0,3) = - (MAT(in,0,3) * MAT(out,0,0)); MAT(out,1,3) = - (MAT(in,1,3) * MAT(out,1,1)); } return GL_TRUE; } #if 0 /* broken */ static GLboolean invert_matrix_perspective( GLmatrix *mat ) { const GLfloat *in = mat->m; GLfloat *out = mat->inv; if (MAT(in,2,3) == 0) return GL_FALSE; memcpy( out, Identity, 16 * sizeof(GLfloat) ); MAT(out,0,0) = 1.0F / MAT(in,0,0); MAT(out,1,1) = 1.0F / MAT(in,1,1); MAT(out,0,3) = MAT(in,0,2); MAT(out,1,3) = MAT(in,1,2); MAT(out,2,2) = 0; MAT(out,2,3) = -1; MAT(out,3,2) = 1.0F / MAT(in,2,3); MAT(out,3,3) = MAT(in,2,2) * MAT(out,3,2); return GL_TRUE; } #endif /** * Matrix inversion function pointer type. */ typedef GLboolean (*inv_mat_func)( GLmatrix *mat ); /** * Table of the matrix inversion functions according to the matrix type. */ static inv_mat_func inv_mat_tab[7] = { invert_matrix_general, invert_matrix_identity, invert_matrix_3d_no_rot, #if 0 /* Don't use this function for now - it fails when the projection matrix * is premultiplied by a translation (ala Chromium's tilesort SPU). */ invert_matrix_perspective, #else invert_matrix_general, #endif invert_matrix_3d, /* lazy! */ invert_matrix_2d_no_rot, invert_matrix_3d }; /** * Compute inverse of a transformation matrix. * * \param mat pointer to a GLmatrix structure. The matrix inverse will be * stored in the GLmatrix::inv attribute. * * \return GL_TRUE for success, GL_FALSE for failure (\p singular matrix). * * Calls the matrix inversion function in inv_mat_tab corresponding to the * given matrix type. In case of failure, updates the MAT_FLAG_SINGULAR flag, * and copies the identity matrix into GLmatrix::inv. */ static GLboolean matrix_invert( GLmatrix *mat ) { if (inv_mat_tab[mat->type](mat)) { mat->flags &= ~MAT_FLAG_SINGULAR; return GL_TRUE; } else { mat->flags |= MAT_FLAG_SINGULAR; memcpy( mat->inv, Identity, sizeof(Identity) ); return GL_FALSE; } } /*@}*/ /**********************************************************************/ /** \name Matrix generation */ /*@{*/ /** * Generate a 4x4 transformation matrix from glRotate parameters, and * post-multiply the input matrix by it. * * \author * This function was contributed by Erich Boleyn (erich@uruk.org). * Optimizations contributed by Rudolf Opalla (rudi@khm.de). */ void _math_matrix_rotate( GLmatrix *mat, GLfloat angle, GLfloat x, GLfloat y, GLfloat z ) { GLfloat xx, yy, zz, xy, yz, zx, xs, ys, zs, one_c, s, c; GLfloat m[16]; GLboolean optimized; s = (GLfloat) _mesa_sin( angle * DEG2RAD ); c = (GLfloat) _mesa_cos( angle * DEG2RAD ); memcpy(m, Identity, sizeof(GLfloat)*16); optimized = GL_FALSE; #define M(row,col) m[col*4+row] if (x == 0.0F) { if (y == 0.0F) { if (z != 0.0F) { optimized = GL_TRUE; /* rotate only around z-axis */ M(0,0) = c; M(1,1) = c; if (z < 0.0F) { M(0,1) = s; M(1,0) = -s; } else { M(0,1) = -s; M(1,0) = s; } } } else if (z == 0.0F) { optimized = GL_TRUE; /* rotate only around y-axis */ M(0,0) = c; M(2,2) = c; if (y < 0.0F) { M(0,2) = -s; M(2,0) = s; } else { M(0,2) = s; M(2,0) = -s; } } } else if (y == 0.0F) { if (z == 0.0F) { optimized = GL_TRUE; /* rotate only around x-axis */ M(1,1) = c; M(2,2) = c; if (x < 0.0F) { M(1,2) = s; M(2,1) = -s; } else { M(1,2) = -s; M(2,1) = s; } } } if (!optimized) { const GLfloat mag = SQRTF(x * x + y * y + z * z); if (mag <= 1.0e-4) { /* no rotation, leave mat as-is */ return; } x /= mag; y /= mag; z /= mag; /* * Arbitrary axis rotation matrix. * * This is composed of 5 matrices, Rz, Ry, T, Ry', Rz', multiplied * like so: Rz * Ry * T * Ry' * Rz'. T is the final rotation * (which is about the X-axis), and the two composite transforms * Ry' * Rz' and Rz * Ry are (respectively) the rotations necessary * from the arbitrary axis to the X-axis then back. They are * all elementary rotations. * * Rz' is a rotation about the Z-axis, to bring the axis vector * into the x-z plane. Then Ry' is applied, rotating about the * Y-axis to bring the axis vector parallel with the X-axis. The * rotation about the X-axis is then performed. Ry and Rz are * simply the respective inverse transforms to bring the arbitrary * axis back to its original orientation. The first transforms * Rz' and Ry' are considered inverses, since the data from the * arbitrary axis gives you info on how to get to it, not how * to get away from it, and an inverse must be applied. * * The basic calculation used is to recognize that the arbitrary * axis vector (x, y, z), since it is of unit length, actually * represents the sines and cosines of the angles to rotate the * X-axis to the same orientation, with theta being the angle about * Z and phi the angle about Y (in the order described above) * as follows: * * cos ( theta ) = x / sqrt ( 1 - z^2 ) * sin ( theta ) = y / sqrt ( 1 - z^2 ) * * cos ( phi ) = sqrt ( 1 - z^2 ) * sin ( phi ) = z * * Note that cos ( phi ) can further be inserted to the above * formulas: * * cos ( theta ) = x / cos ( phi ) * sin ( theta ) = y / sin ( phi ) * * ...etc. Because of those relations and the standard trigonometric * relations, it is pssible to reduce the transforms down to what * is used below. It may be that any primary axis chosen will give the * same results (modulo a sign convention) using thie method. * * Particularly nice is to notice that all divisions that might * have caused trouble when parallel to certain planes or * axis go away with care paid to reducing the expressions. * After checking, it does perform correctly under all cases, since * in all the cases of division where the denominator would have * been zero, the numerator would have been zero as well, giving * the expected result. */ xx = x * x; yy = y * y; zz = z * z; xy = x * y; yz = y * z; zx = z * x; xs = x * s; ys = y * s; zs = z * s; one_c = 1.0F - c; /* We already hold the identity-matrix so we can skip some statements */ M(0,0) = (one_c * xx) + c; M(0,1) = (one_c * xy) - zs; M(0,2) = (one_c * zx) + ys; /* M(0,3) = 0.0F; */ M(1,0) = (one_c * xy) + zs; M(1,1) = (one_c * yy) + c; M(1,2) = (one_c * yz) - xs; /* M(1,3) = 0.0F; */ M(2,0) = (one_c * zx) - ys; M(2,1) = (one_c * yz) + xs; M(2,2) = (one_c * zz) + c; /* M(2,3) = 0.0F; */ /* M(3,0) = 0.0F; M(3,1) = 0.0F; M(3,2) = 0.0F; M(3,3) = 1.0F; */ } #undef M matrix_multf( mat, m, MAT_FLAG_ROTATION ); } /** * Apply a perspective projection matrix. * * \param mat matrix to apply the projection. * \param left left clipping plane coordinate. * \param right right clipping plane coordinate. * \param bottom bottom clipping plane coordinate. * \param top top clipping plane coordinate. * \param nearval distance to the near clipping plane. * \param farval distance to the far clipping plane. * * Creates the projection matrix and multiplies it with \p mat, marking the * MAT_FLAG_PERSPECTIVE flag. */ void _math_matrix_frustum( GLmatrix *mat, GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat nearval, GLfloat farval ) { GLfloat x, y, a, b, c, d; GLfloat m[16]; x = (2.0F*nearval) / (right-left); y = (2.0F*nearval) / (top-bottom); a = (right+left) / (right-left); b = (top+bottom) / (top-bottom); c = -(farval+nearval) / ( farval-nearval); d = -(2.0F*farval*nearval) / (farval-nearval); /* error? */ #define M(row,col) m[col*4+row] M(0,0) = x; M(0,1) = 0.0F; M(0,2) = a; M(0,3) = 0.0F; M(1,0) = 0.0F; M(1,1) = y; M(1,2) = b; M(1,3) = 0.0F; M(2,0) = 0.0F; M(2,1) = 0.0F; M(2,2) = c; M(2,3) = d; M(3,0) = 0.0F; M(3,1) = 0.0F; M(3,2) = -1.0F; M(3,3) = 0.0F; #undef M matrix_multf( mat, m, MAT_FLAG_PERSPECTIVE ); } /** * Apply an orthographic projection matrix. * * \param mat matrix to apply the projection. * \param left left clipping plane coordinate. * \param right right clipping plane coordinate. * \param bottom bottom clipping plane coordinate. * \param top top clipping plane coordinate. * \param nearval distance to the near clipping plane. * \param farval distance to the far clipping plane. * * Creates the projection matrix and multiplies it with \p mat, marking the * MAT_FLAG_GENERAL_SCALE and MAT_FLAG_TRANSLATION flags. */ void _math_matrix_ortho( GLmatrix *mat, GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat nearval, GLfloat farval ) { GLfloat m[16]; #define M(row,col) m[col*4+row] M(0,0) = 2.0F / (right-left); M(0,1) = 0.0F; M(0,2) = 0.0F; M(0,3) = -(right+left) / (right-left); M(1,0) = 0.0F; M(1,1) = 2.0F / (top-bottom); M(1,2) = 0.0F; M(1,3) = -(top+bottom) / (top-bottom); M(2,0) = 0.0F; M(2,1) = 0.0F; M(2,2) = -2.0F / (farval-nearval); M(2,3) = -(farval+nearval) / (farval-nearval); M(3,0) = 0.0F; M(3,1) = 0.0F; M(3,2) = 0.0F; M(3,3) = 1.0F; #undef M matrix_multf( mat, m, (MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION)); } /** * Multiply a matrix with a general scaling matrix. * * \param mat matrix. * \param x x axis scale factor. * \param y y axis scale factor. * \param z z axis scale factor. * * Multiplies in-place the elements of \p mat by the scale factors. Checks if * the scales factors are roughly the same, marking the MAT_FLAG_UNIFORM_SCALE * flag, or MAT_FLAG_GENERAL_SCALE. Marks the MAT_DIRTY_TYPE and * MAT_DIRTY_INVERSE dirty flags. */ void _math_matrix_scale( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z ) { GLfloat *m = mat->m; m[0] *= x; m[4] *= y; m[8] *= z; m[1] *= x; m[5] *= y; m[9] *= z; m[2] *= x; m[6] *= y; m[10] *= z; m[3] *= x; m[7] *= y; m[11] *= z; if (FABSF(x - y) < 1e-8 && FABSF(x - z) < 1e-8) mat->flags |= MAT_FLAG_UNIFORM_SCALE; else mat->flags |= MAT_FLAG_GENERAL_SCALE; mat->flags |= (MAT_DIRTY_TYPE | MAT_DIRTY_INVERSE); } /** * Multiply a matrix with a translation matrix. * * \param mat matrix. * \param x translation vector x coordinate. * \param y translation vector y coordinate. * \param z translation vector z coordinate. * * Adds the translation coordinates to the elements of \p mat in-place. Marks * the MAT_FLAG_TRANSLATION flag, and the MAT_DIRTY_TYPE and MAT_DIRTY_INVERSE * dirty flags. */ void _math_matrix_translate( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z ) { GLfloat *m = mat->m; m[12] = m[0] * x + m[4] * y + m[8] * z + m[12]; m[13] = m[1] * x + m[5] * y + m[9] * z + m[13]; m[14] = m[2] * x + m[6] * y + m[10] * z + m[14]; m[15] = m[3] * x + m[7] * y + m[11] * z + m[15]; mat->flags |= (MAT_FLAG_TRANSLATION | MAT_DIRTY_TYPE | MAT_DIRTY_INVERSE); } /** * Set matrix to do viewport and depthrange mapping. * Transforms Normalized Device Coords to window/Z values. */ void _math_matrix_viewport(GLmatrix *m, GLint x, GLint y, GLint width, GLint height, GLfloat zNear, GLfloat zFar, GLfloat depthMax) { m->m[MAT_SX] = (GLfloat) width / 2.0F; m->m[MAT_TX] = m->m[MAT_SX] + x; m->m[MAT_SY] = (GLfloat) height / 2.0F; m->m[MAT_TY] = m->m[MAT_SY] + y; m->m[MAT_SZ] = depthMax * ((zFar - zNear) / 2.0F); m->m[MAT_TZ] = depthMax * ((zFar - zNear) / 2.0F + zNear); m->flags = MAT_FLAG_GENERAL_SCALE | MAT_FLAG_TRANSLATION; m->type = MATRIX_3D_NO_ROT; } /** * Set a matrix to the identity matrix. * * \param mat matrix. * * Copies ::Identity into \p GLmatrix::m, and into GLmatrix::inv if not NULL. * Sets the matrix type to identity, and clear the dirty flags. */ void _math_matrix_set_identity( GLmatrix *mat ) { memcpy( mat->m, Identity, 16*sizeof(GLfloat) ); if (mat->inv) memcpy( mat->inv, Identity, 16*sizeof(GLfloat) ); mat->type = MATRIX_IDENTITY; mat->flags &= ~(MAT_DIRTY_FLAGS| MAT_DIRTY_TYPE| MAT_DIRTY_INVERSE); } /*@}*/ /**********************************************************************/ /** \name Matrix analysis */ /*@{*/ #define ZERO(x) (1<<x) #define ONE(x) (1<<(x+16)) #define MASK_NO_TRX (ZERO(12) | ZERO(13) | ZERO(14)) #define MASK_NO_2D_SCALE ( ONE(0) | ONE(5)) #define MASK_IDENTITY ( ONE(0) | ZERO(4) | ZERO(8) | ZERO(12) |\ ZERO(1) | ONE(5) | ZERO(9) | ZERO(13) |\ ZERO(2) | ZERO(6) | ONE(10) | ZERO(14) |\ ZERO(3) | ZERO(7) | ZERO(11) | ONE(15) ) #define MASK_2D_NO_ROT ( ZERO(4) | ZERO(8) | \ ZERO(1) | ZERO(9) | \ ZERO(2) | ZERO(6) | ONE(10) | ZERO(14) |\ ZERO(3) | ZERO(7) | ZERO(11) | ONE(15) ) #define MASK_2D ( ZERO(8) | \ ZERO(9) | \ ZERO(2) | ZERO(6) | ONE(10) | ZERO(14) |\ ZERO(3) | ZERO(7) | ZERO(11) | ONE(15) ) #define MASK_3D_NO_ROT ( ZERO(4) | ZERO(8) | \ ZERO(1) | ZERO(9) | \ ZERO(2) | ZERO(6) | \ ZERO(3) | ZERO(7) | ZERO(11) | ONE(15) ) #define MASK_3D ( \ \ \ ZERO(3) | ZERO(7) | ZERO(11) | ONE(15) ) #define MASK_PERSPECTIVE ( ZERO(4) | ZERO(12) |\ ZERO(1) | ZERO(13) |\ ZERO(2) | ZERO(6) | \ ZERO(3) | ZERO(7) | ZERO(15) ) #define SQ(x) ((x)*(x)) /** * Determine type and flags from scratch. * * \param mat matrix. * * This is expensive enough to only want to do it once. */ static void analyse_from_scratch( GLmatrix *mat ) { const GLfloat *m = mat->m; GLuint mask = 0; GLuint i; for (i = 0 ; i < 16 ; i++) { if (m[i] == 0.0) mask |= (1<<i); }