/* * Mesa 3-D graphics library * Version: 7.2 * * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /** * Functions for allocating/managing framebuffers and renderbuffers. * Also, routines for reading/writing renderbuffer data as ubytes, * ushorts, uints, etc. */ #include "glheader.h" #include "imports.h" #include "buffers.h" #include "context.h" #include "depthstencil.h" #include "enums.h" #include "formats.h" #include "macros.h" #include "mtypes.h" #include "fbobject.h" #include "framebuffer.h" #include "renderbuffer.h" #include "texobj.h" /** * Compute/set the _DepthMax field for the given framebuffer. * This value depends on the Z buffer resolution. */ static void compute_depth_max(struct gl_framebuffer *fb) { if (fb->Visual.depthBits == 0) { /* Special case. Even if we don't have a depth buffer we need * good values for DepthMax for Z vertex transformation purposes * and for per-fragment fog computation. */ fb->_DepthMax = (1 << 16) - 1; } else if (fb->Visual.depthBits < 32) { fb->_DepthMax = (1 << fb->Visual.depthBits) - 1; } else { /* Special case since shift values greater than or equal to the * number of bits in the left hand expression's type are undefined. */ fb->_DepthMax = 0xffffffff; } fb->_DepthMaxF = (GLfloat) fb->_DepthMax; /* Minimum resolvable depth value, for polygon offset */ fb->_MRD = (GLfloat)1.0 / fb->_DepthMaxF; } /** * Create and initialize a gl_framebuffer object. * This is intended for creating _window_system_ framebuffers, not generic * framebuffer objects ala GL_EXT_framebuffer_object. * * \sa _mesa_new_framebuffer */ struct gl_framebuffer * _mesa_create_framebuffer(const struct gl_config *visual) { struct gl_framebuffer *fb = CALLOC_STRUCT(gl_framebuffer); assert(visual); if (fb) { _mesa_initialize_window_framebuffer(fb, visual); } return fb; } /** * Allocate a new gl_framebuffer object. * This is the default function for ctx->Driver.NewFramebuffer(). * This is for allocating user-created framebuffers, not window-system * framebuffers! * \sa _mesa_create_framebuffer */ struct gl_framebuffer * _mesa_new_framebuffer(struct gl_context *ctx, GLuint name) { struct gl_framebuffer *fb; (void) ctx; assert(name != 0); fb = CALLOC_STRUCT(gl_framebuffer); if (fb) { _mesa_initialize_user_framebuffer(fb, name); } return fb; } /** * Initialize a gl_framebuffer object. Typically used to initialize * window system-created framebuffers, not user-created framebuffers. * \sa _mesa_initialize_user_framebuffer */ void _mesa_initialize_window_framebuffer(struct gl_framebuffer *fb, const struct gl_config *visual) { assert(fb); assert(visual); memset(fb, 0, sizeof(struct gl_framebuffer)); _glthread_INIT_MUTEX(fb->Mutex); fb->RefCount = 1; /* save the visual */ fb->Visual = *visual; /* Init read/draw renderbuffer state */ if (visual->doubleBufferMode) { fb->_NumColorDrawBuffers = 1; fb->ColorDrawBuffer[0] = GL_BACK; fb->_ColorDrawBufferIndexes[0] = BUFFER_BACK_LEFT; fb->ColorReadBuffer = GL_BACK; fb->_ColorReadBufferIndex = BUFFER_BACK_LEFT; } else { fb->_NumColorDrawBuffers = 1; fb->ColorDrawBuffer[0] = GL_FRONT; fb->_ColorDrawBufferIndexes[0] = BUFFER_FRONT_LEFT; fb->ColorReadBuffer = GL_FRONT; fb->_ColorReadBufferIndex = BUFFER_FRONT_LEFT; } fb->Delete = _mesa_destroy_framebuffer; fb->_Status = GL_FRAMEBUFFER_COMPLETE_EXT; compute_depth_max(fb); } /** * Initialize a user-created gl_framebuffer object. * \sa _mesa_initialize_window_framebuffer */ void _mesa_initialize_user_framebuffer(struct gl_framebuffer *fb, GLuint name) { assert(fb); assert(name); memset(fb, 0, sizeof(struct gl_framebuffer)); fb->Name = name; fb->RefCount = 1; fb->_NumColorDrawBuffers = 1; fb->ColorDrawBuffer[0] = GL_COLOR_ATTACHMENT0_EXT; fb->_ColorDrawBufferIndexes[0] = BUFFER_COLOR0; fb->ColorReadBuffer = GL_COLOR_ATTACHMENT0_EXT; fb->_ColorReadBufferIndex = BUFFER_COLOR0; fb->Delete = _mesa_destroy_framebuffer; _glthread_INIT_MUTEX(fb->Mutex); } /** * Deallocate buffer and everything attached to it. * Typically called via the gl_framebuffer->Delete() method. */ void _mesa_destroy_framebuffer(struct gl_framebuffer *fb) { if (fb) { _mesa_free_framebuffer_data(fb); free(fb); } } /** * Free all the data hanging off the given gl_framebuffer, but don't free * the gl_framebuffer object itself. */ void _mesa_free_framebuffer_data(struct gl_framebuffer *fb) { GLuint i; assert(fb); assert(fb->RefCount == 0); _glthread_DESTROY_MUTEX(fb->Mutex); for (i = 0; i < BUFFER_COUNT; i++) { struct gl_renderbuffer_attachment *att = &fb->Attachment[i]; if (att->Renderbuffer) { _mesa_reference_renderbuffer(&att->Renderbuffer, NULL); } if (att->Texture) { _mesa_reference_texobj(&att->Texture, NULL); } ASSERT(!att->Renderbuffer); ASSERT(!att->Texture); att->Type = GL_NONE; } /* unbind _Depth/_StencilBuffer to decr ref counts */ _mesa_reference_renderbuffer(&fb->_DepthBuffer, NULL); _mesa_reference_renderbuffer(&fb->_StencilBuffer, NULL); } /** * Set *ptr to point to fb, with refcounting and locking. * This is normally only called from the _mesa_reference_framebuffer() macro * when there's a real pointer change. */ void _mesa_reference_framebuffer_(struct gl_framebuffer **ptr, struct gl_framebuffer *fb) { if (*ptr) { /* unreference old renderbuffer */ GLboolean deleteFlag = GL_FALSE; struct gl_framebuffer *oldFb = *ptr; _glthread_LOCK_MUTEX(oldFb->Mutex); ASSERT(oldFb->RefCount > 0); oldFb->RefCount--; deleteFlag = (oldFb->RefCount == 0); _glthread_UNLOCK_MUTEX(oldFb->Mutex); if (deleteFlag) oldFb->Delete(oldFb); *ptr = NULL; } assert(!*ptr); if (fb) { _glthread_LOCK_MUTEX(fb->Mutex); fb->RefCount++; _glthread_UNLOCK_MUTEX(fb->Mutex); *ptr = fb; } } /** * Resize the given framebuffer's renderbuffers to the new width and height. * This should only be used for window-system framebuffers, not * user-created renderbuffers (i.e. made with GL_EXT_framebuffer_object). * This will typically be called via ctx->Driver.ResizeBuffers() or directly * from a device driver. * * \note it's possible for ctx to be null since a window can be resized * without a currently bound rendering context. */ void _mesa_resize_framebuffer(struct gl_context *ctx, struct gl_framebuffer *fb, GLuint width, GLuint height) { GLuint i; /* XXX I think we could check if the size is not changing * and return early. */ /* For window system framebuffers, Name is zero */ assert(fb->Name == 0); for (i = 0; i < BUFFER_COUNT; i++) { struct gl_renderbuffer_attachment *att = &fb->Attachment[i]; if (att->Type == GL_RENDERBUFFER_EXT && att->Renderbuffer) { struct gl_renderbuffer *rb = att->Renderbuffer; /* only resize if size is changing */ if (rb->Width != width || rb->Height != height) { if (rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height)) { ASSERT(rb->Width == width); ASSERT(rb->Height == height); } else { _mesa_error(ctx, GL_OUT_OF_MEMORY, "Resizing framebuffer"); /* no return */ } } } } if (fb->_DepthBuffer) { struct gl_renderbuffer *rb = fb->_DepthBuffer; if (rb->Width != width || rb->Height != height) { if (!rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height)) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "Resizing framebuffer"); } } } if (fb->_StencilBuffer) { struct gl_renderbuffer *rb = fb->_StencilBuffer; if (rb->Width != width || rb->Height != height) { if (!rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height)) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "Resizing framebuffer"); } } } fb->Width = width; fb->Height = height; if (ctx) { /* update scissor / window bounds */ _mesa_update_draw_buffer_bounds(ctx); /* Signal new buffer state so that swrast will update its clipping * info (the CLIP_BIT flag). */ ctx->NewState |= _NEW_BUFFERS; } } /** * XXX THIS IS OBSOLETE - drivers should take care of detecting window * size changes and act accordingly, likely calling _mesa_resize_framebuffer(). * * GL_MESA_resize_buffers extension. * * When this function is called, we'll ask the window system how large * the current window is. If it's a new size, we'll call the driver's * ResizeBuffers function. The driver will then resize its color buffers * as needed, and maybe call the swrast's routine for reallocating * swrast-managed depth/stencil/accum/etc buffers. * \note This function should only be called through the GL API, not * from device drivers (as was done in the past). */ void _mesa_resizebuffers( struct gl_context *ctx ) { ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx ); if (MESA_VERBOSE & VERBOSE_API) _mesa_debug(ctx, "glResizeBuffersMESA\n"); if (!ctx->Driver.GetBufferSize) { return; } if (ctx->WinSysDrawBuffer) { GLuint newWidth, newHeight; struct gl_framebuffer *buffer = ctx->WinSysDrawBuffer; assert(buffer->Name == 0); /* ask device driver for size of output buffer */ ctx->Driver.GetBufferSize( buffer, &newWidth, &newHeight ); /* see if size of device driver's color buffer (window) has changed */ if (buffer->Width != newWidth || buffer->Height != newHeight) { if (ctx->Driver.ResizeBuffers) ctx->Driver.ResizeBuffers(ctx, buffer, newWidth, newHeight ); } } if (ctx->WinSysReadBuffer && ctx->WinSysReadBuffer != ctx->WinSysDrawBuffer) { GLuint newWidth, newHeight; struct gl_framebuffer *buffer = ctx->WinSysReadBuffer; assert(buffer->Name == 0); /* ask device driver for size of read buffer */ ctx->Driver.GetBufferSize( buffer, &newWidth, &newHeight ); /* see if size of device driver's color buffer (window) has changed */ if (buffer->Width != newWidth || buffer->Height != newHeight) { if (ctx->Driver.ResizeBuffers) ctx->Driver.ResizeBuffers(ctx, buffer, newWidth, newHeight ); } } ctx->NewState |= _NEW_BUFFERS; /* to update scissor / window bounds */ } /* * XXX THIS IS OBSOLETE */ void GLAPIENTRY _mesa_ResizeBuffersMESA( void ) { GET_CURRENT_CONTEXT(ctx); if (ctx->Extensions.MESA_resize_buffers) _mesa_resizebuffers( ctx ); } /** * Examine all the framebuffer's renderbuffers to update the Width/Height * fields of the framebuffer. If we have renderbuffers with different * sizes, set the framebuffer's width and height to the min size. * Note: this is only intended for user-created framebuffers, not * window-system framebuffes. */ static void update_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb) { GLuint minWidth = ~0, minHeight = ~0; GLuint i; /* user-created framebuffers only */ assert(fb->Name); for (i = 0; i < BUFFER_COUNT; i++) { struct gl_renderbuffer_attachment *att = &fb->Attachment[i]; const struct gl_renderbuffer *rb = att->Renderbuffer; if (rb) { minWidth = MIN2(minWidth, rb->Width); minHeight = MIN2(minHeight, rb->Height); } } if (minWidth != ~0) { fb->Width = minWidth; fb->Height = minHeight; } else { fb->Width = 0; fb->Height = 0; } } /** * Update the context's current drawing buffer's Xmin, Xmax, Ymin, Ymax fields. * These values are computed from the buffer's width and height and * the scissor box, if it's enabled. * \param ctx the GL context. */ void _mesa_update_draw_buffer_bounds(struct gl_context *ctx) { struct gl_framebuffer *buffer = ctx->DrawBuffer; if (!buffer) return; if (buffer->Name) { /* user-created framebuffer size depends on the renderbuffers */ update_framebuffer_size(ctx, buffer); } buffer->_Xmin = 0; buffer->_Ymin = 0; buffer->_Xmax = buffer->Width; buffer->_Ymax = buffer->Height; if (ctx->Scissor.Enabled) { if (ctx->Scissor.X > buffer->_Xmin) { buffer->_Xmin = ctx->Scissor.X; } if (ctx->Scissor.Y > buffer->_Ymin) { buffer->_Ymin = ctx->Scissor.Y; } if (ctx->Scissor.X + ctx->Scissor.Width < buffer->_Xmax) { buffer->_Xmax = ctx->Scissor.X + ctx->Scissor.Width; } if (ctx->Scissor.Y + ctx->Scissor.Height < buffer->_Ymax) { buffer->_Ymax = ctx->Scissor.Y + ctx->Scissor.Height; } /* finally, check for empty region */ if (buffer->_Xmin > buffer->_Xmax) { buffer->_Xmin = buffer->_Xmax; } if (buffer->_Ymin > buffer->_Ymax) { buffer->_Ymin = buffer->_Ymax; } } ASSERT(buffer->_Xmin <= buffer->_Xmax); ASSERT(buffer->_Ymin <= buffer->_Ymax); } /** * The glGet queries of the framebuffer red/green/blue size, stencil size, * etc. are satisfied by the fields of ctx->DrawBuffer->Visual. These can * change depending on the renderbuffer bindings. This function updates * the given framebuffer's Visual from the current renderbuffer bindings. * * This may apply to user-created framebuffers or window system framebuffers. * * Also note: ctx->DrawBuffer->Visual.depthBits might not equal * ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer.DepthBits. * The former one is used to convert floating point depth values into * integer Z values. */ void _mesa_update_framebuffer_visual(struct gl_context *ctx, struct gl_framebuffer *fb) { GLuint i; memset(&fb->Visual, 0, sizeof(fb->Visual)); fb->Visual.rgbMode = GL_TRUE; /* assume this */ #if 0 /* this _might_ be needed */ if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) { /* leave visual fields zero'd */ return; } #endif /* find first RGB renderbuffer */ for (i = 0; i < BUFFER_COUNT; i++) { if (fb->Attachment[i].Renderbuffer) { const struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer; const GLenum baseFormat = _mesa_get_format_base_format(rb->Format); const gl_format fmt = rb->Format; if (_mesa_is_legal_color_format(ctx, baseFormat)) { fb->Visual.redBits = _mesa_get_format_bits(fmt, GL_RED_BITS); fb->Visual.greenBits = _mesa_get_format_bits(fmt, GL_GREEN_BITS); fb->Visual.blueBits = _mesa_get_format_bits(fmt, GL_BLUE_BITS); fb->Visual.alphaBits = _mesa_get_format_bits(fmt, GL_ALPHA_BITS); fb->Visual.rgbBits = fb->Visual.redBits + fb->Visual.greenBits + fb->Visual.blueBits; fb->Visual.samples = rb->NumSamples; fb->Visual.sampleBuffers = rb->NumSamples > 0 ? 1 : 0; if (_mesa_get_format_color_encoding(fmt) == GL_SRGB) fb->Visual.sRGBCapable = ctx->Const.sRGBCapable; break; } } } fb->Visual.floatMode = GL_FALSE; for (i = 0; i < BUFFER_COUNT; i++) { if (fb->Attachment[i].Renderbuffer) { const struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer; const gl_format fmt = rb->Format; if (_mesa_get_format_datatype(fmt) == GL_FLOAT) { fb->Visual.floatMode = GL_TRUE; break; } } } if (fb->Attachment[BUFFER_DEPTH].Renderbuffer) { const struct gl_renderbuffer *rb = fb->Attachment[BUFFER_DEPTH].Renderbuffer; const gl_format fmt = rb->Format; fb->Visual.haveDepthBuffer = GL_TRUE; fb->Visual.depthBits = _mesa_get_format_bits(fmt, GL_DEPTH_BITS); } if (fb->Attachment[BUFFER_STENCIL].Renderbuffer) { const struct gl_renderbuffer *rb = fb->Attachment[BUFFER_STENCIL].Renderbuffer; const gl_format fmt = rb->Format; fb->Visual.haveStencilBuffer = GL_TRUE; fb->Visual.stencilBits = _mesa_get_format_bits(fmt, GL_STENCIL_BITS); } if (fb->Attachment[BUFFER_ACCUM].Renderbuffer) { const struct gl_renderbuffer *rb = fb->Attachment[BUFFER_ACCUM].Renderbuffer; const gl_format fmt = rb->Format; fb->Visual.haveAccumBuffer = GL_TRUE; fb->Visual.accumRedBits = _mesa_get_format_bits(fmt, GL_RED_BITS); fb->Visual.accumGreenBits = _mesa_get_format_bits(fmt, GL_GREEN_BITS); fb->Visual.accumBlueBits = _mesa_get_format_bits(fmt, GL_BLUE_BITS); fb->Visual.accumAlphaBits = _mesa_get_format_bits(fmt, GL_ALPHA_BITS); } compute_depth_max(fb); } /** * Update the framebuffer's _DepthBuffer field using the renderbuffer * found at the given attachment index. * * If that attachment points to a combined GL_DEPTH_STENCIL renderbuffer, * create and install a depth wrapper/adaptor. * * \param fb the framebuffer whose _DepthBuffer field to update */ static void update_depth_buffer(struct gl_context *ctx, struct gl_framebuffer *fb) { struct gl_renderbuffer *depthRb = fb->Attachment[BUFFER_DEPTH].Renderbuffer; if (depthRb && _mesa_is_format_packed_depth_stencil(depthRb->Format)) { /* The attached depth buffer is a GL_DEPTH_STENCIL renderbuffer */ if (!fb->_DepthBuffer || fb->_DepthBuffer->Wrapped != depthRb || _mesa_get_format_base_format(fb->_DepthBuffer->Format) != GL_DEPTH_COMPONENT) { /* need to update wrapper */ struct gl_renderbuffer *wrapper; if (depthRb->Format == MESA_FORMAT_Z32_FLOAT_X24S8) { wrapper = _mesa_new_z32f_renderbuffer_wrapper(ctx, depthRb); } else { wrapper = _mesa_new_z24_renderbuffer_wrapper(ctx, depthRb); } _mesa_reference_renderbuffer(&fb->_DepthBuffer, wrapper); ASSERT(fb->_DepthBuffer->Wrapped == depthRb); } } else { /* depthRb may be null */ _mesa_reference_renderbuffer(&fb->_DepthBuffer, depthRb); } } /** * Update the framebuffer's _StencilBuffer field using the renderbuffer * found at the given attachment index. * * If that attachment points to a combined GL_DEPTH_STENCIL renderbuffer, * create and install a stencil wrapper/adaptor. * * \param fb the framebuffer whose _StencilBuffer field to update */ static void update_stencil_buffer(struct gl_context *ctx, struct gl_framebuffer *fb) { struct gl_renderbuffer *stencilRb = fb->Attachment[BUFFER_STENCIL].Renderbuffer; if (stencilRb && _mesa_is_format_packed_depth_stencil(stencilRb->Format)) { /* The attached stencil buffer is a GL_DEPTH_STENCIL renderbuffer */ if (!fb->_StencilBuffer || fb->_StencilBuffer->Wrapped != stencilRb || _mesa_get_format_base_format(fb->_StencilBuffer->Format) != GL_STENCIL_INDEX) { /* need to update wrapper */ struct gl_renderbuffer *wrapper = _mesa_new_s8_renderbuffer_wrapper(ctx, stencilRb); _mesa_reference_renderbuffer(&fb->_StencilBuffer, wrapper); ASSERT(fb->_StencilBuffer->Wrapped == stencilRb); } } else { /* stencilRb may be null */ _mesa_reference_renderbuffer(&fb->_StencilBuffer, stencilRb); } } /* * Example DrawBuffers scenarios: * * 1. glDrawBuffer(GL_FRONT_AND_BACK), fixed-func or shader writes to * "gl_FragColor" or program writes to the "result.color" register: * * fragment color output renderbuffer * --------------------- --------------- * color[0] Front, Back * * * 2. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]), shader writes to * gl_FragData[i] or program writes to result.color[i] registers: * * fragment color output renderbuffer * --------------------- --------------- * color[0] Front * color[1] Aux0 * color[3] Aux1 * * * 3. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]) and shader writes to * gl_FragColor, or fixed function: * * fragment color output renderbuffer * --------------------- --------------- * color[0] Front, Aux0, Aux1 * * * In either case, the list of renderbuffers is stored in the * framebuffer->_ColorDrawBuffers[] array and * framebuffer->_NumColorDrawBuffers indicates the number of buffers. * The renderer (like swrast) has to look at the current fragment shader * to see if it writes to gl_FragColor vs. gl_FragData[i] to determine * how to map color outputs to renderbuffers. * * Note that these two calls are equivalent (for fixed function fragment * shading anyway): * a) glDrawBuffer(GL_FRONT_AND_BACK); (assuming non-stereo framebuffer) * b) glDrawBuffers(2, [GL_FRONT_LEFT, GL_BACK_LEFT]); */ /** * Update the (derived) list of color drawing renderbuffer pointers. * Later, when we're rendering we'll loop from 0 to _NumColorDrawBuffers * writing colors. */ static void update_color_draw_buffers(struct gl_context *ctx, struct gl_framebuffer *fb) { GLuint output; /* set 0th buffer to NULL now in case _NumColorDrawBuffers is zero */ fb->_ColorDrawBuffers[0] = NULL; for (output = 0; output < fb->_NumColorDrawBuffers; output++) { GLint buf = fb->_ColorDrawBufferIndexes[output]; if (buf >= 0) { fb->_ColorDrawBuffers[output] = fb->Attachment[buf].Renderbuffer; } else { fb->_ColorDrawBuffers[output] = NULL; } } } /** * Update the (derived) color read renderbuffer pointer. * Unlike the DrawBuffer, we can only read from one (or zero) color buffers. */ static void update_color_read_buffer(struct gl_context *ctx, struct gl_framebuffer *fb) { (void) ctx; if (fb->_ColorReadBufferIndex == -1 || fb->DeletePending || fb->Width == 0 || fb->Height == 0) { fb->_ColorReadBuffer = NULL; /* legal! */ } else { ASSERT(fb->_ColorReadBufferIndex >= 0); ASSERT(fb->_ColorReadBufferIndex < BUFFER_COUNT); fb->_ColorReadBuffer = fb->Attachment[fb->_ColorReadBufferIndex].Renderbuffer; } } /** * Update a gl_framebuffer's derived state. * * Specifically, update these framebuffer fields: * _ColorDrawBuffers * _NumColorDrawBuffers * _ColorReadBuffer * _DepthBuffer * _StencilBuffer * * If the framebuffer is user-created, make sure it's complete. * * The following functions (at least) can effect framebuffer state: * glReadBuffer, glDrawBuffer, glDrawBuffersARB, glFramebufferRenderbufferEXT, * glRenderbufferStorageEXT. */ static void update_framebuffer(struct gl_context *ctx, struct gl_framebuffer *fb) { if (fb->Name == 0) { /* This is a window-system framebuffer */ /* Need to update the FB's GL_DRAW_BUFFER state to match the * context state (GL_READ_BUFFER too). */ if (fb->ColorDrawBuffer[0] != ctx->Color.DrawBuffer[0]) { _mesa_drawbuffers(ctx, ctx->Const.MaxDrawBuffers, ctx->Color.DrawBuffer, NULL); } } else { /* This is a user-created framebuffer. * Completeness only matters for user-created framebuffers. */ if (fb->_Status != GL_FRAMEBUFFER_COMPLETE) { _mesa_test_framebuffer_completeness(ctx, fb); } } /* Strictly speaking, we don't need to update the draw-state * if this FB is bound as ctx->ReadBuffer (and conversely, the * read-state if this FB is bound as ctx->DrawBuffer), but no * harm. */ update_color_draw_buffers(ctx, fb); update_color_read_buffer(ctx, fb); update_depth_buffer(ctx, fb); update_stencil_buffer(ctx, fb); compute_depth_max(fb); } /** * Update state related to the current draw/read framebuffers. */ void _mesa_update_framebuffer(struct gl_context *ctx) { struct gl_framebuffer *drawFb; struct gl_framebuffer *readFb; assert(ctx); drawFb = ctx->DrawBuffer; readFb = ctx->ReadBuffer; update_framebuffer(ctx, drawFb); if (readFb != drawFb) update_framebuffer(ctx, readFb); } /** * Check if the renderbuffer for a read/draw operation exists. * \param format a basic image format such as GL_RGB, GL_RGBA, GL_ALPHA, * GL_DEPTH_COMPONENT, etc. or GL_COLOR, GL_DEPTH, GL_STENCIL. * \param reading if TRUE, we're going to read from the buffer, if FALSE, we're going to write to the buffer. * \return GL_TRUE if buffer exists, GL_FALSE otherwise */ static GLboolean renderbuffer_exists(struct gl_context *ctx, struct gl_framebuffer *fb, GLenum format, GLboolean reading) { const struct gl_renderbuffer_attachment *att = fb->Attachment; /* If we don't know the framebuffer status, update it now */ if (fb->_Status == 0) { _mesa_test_framebuffer_completeness(ctx, fb); } if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) { return GL_FALSE; } switch (format) { case GL_COLOR: case GL_RED: case GL_GREEN: case GL_BLUE: case GL_ALPHA: case GL_LUMINANCE: case GL_LUMINANCE_ALPHA: case GL_INTENSITY: case GL_RG: case GL_RGB: case GL_BGR: case GL_RGBA: case GL_BGRA: case GL_ABGR_EXT: case GL_RED_INTEGER_EXT: case GL_GREEN_INTEGER_EXT: case GL_BLUE_INTEGER_EXT: case GL_ALPHA_INTEGER_EXT: case GL_RGB_INTEGER_EXT: case GL_RGBA_INTEGER_EXT: case GL_BGR_INTEGER_EXT: case GL_BGRA_INTEGER_EXT: case GL_LUMINANCE_INTEGER_EXT: case GL_LUMINANCE_ALPHA_INTEGER_EXT: if (reading) { /* about to read from a color buffer */ const struct gl_renderbuffer *readBuf = fb->_ColorReadBuffer; if (!readBuf) { return GL_FALSE; } ASSERT(_mesa_get_format_bits(readBuf->Format, GL_RED_BITS) > 0 || _mesa_get_format_bits(readBuf->Format, GL_ALPHA_BITS) > 0 || _mesa_get_format_bits(readBuf->Format, GL_TEXTURE_LUMINANCE_SIZE) > 0 || _mesa_get_format_bits(readBuf->Format, GL_TEXTURE_INTENSITY_SIZE) > 0 || _mesa_get_format_bits(readBuf->Format, GL_INDEX_BITS) > 0); } else { /* about to draw to zero or more color buffers (none is OK) */ return GL_TRUE; } break; case GL_DEPTH: case GL_DEPTH_COMPONENT: if (!att[BUFFER_DEPTH].Renderbuffer) { return GL_FALSE; } /*ASSERT(att[BUFFER_DEPTH].Renderbuffer->DepthBits > 0);*/ break; case GL_STENCIL: case GL_STENCIL_INDEX: if (!att[BUFFER_STENCIL].Renderbuffer) { return GL_FALSE; } /*ASSERT(att[BUFFER_STENCIL].Renderbuffer->StencilBits > 0);*/ break; case GL_DEPTH_STENCIL_EXT: if (!att[BUFFER_DEPTH].Renderbuffer || !att[BUFFER_STENCIL].Renderbuffer) { return GL_FALSE; } /* ASSERT(att[BUFFER_DEPTH].Renderbuffer->DepthBits > 0); ASSERT(att[BUFFER_STENCIL].Renderbuffer->StencilBits > 0); */ break; default: _mesa_problem(ctx, "Unexpected format 0x%x in renderbuffer_exists", format); return GL_FALSE; } /* OK */ return GL_TRUE; } /** * Check if the renderbuffer for a read operation (glReadPixels, glCopyPixels, * glCopyTex[Sub]Image, etc) exists. * \param format a basic image format such as GL_RGB, GL_RGBA, GL_ALPHA, * GL_DEPTH_COMPONENT, etc. or GL_COLOR, GL_DEPTH, GL_STENCIL. * \return GL_TRUE if buffer exists, GL_FALSE otherwise */ GLboolean _mesa_source_buffer_exists(struct gl_context *ctx, GLenum format) { return renderbuffer_exists(ctx, ctx->ReadBuffer, format, GL_TRUE); } /** * As above, but for drawing operations. * XXX could do some code merging w/ above function. */ GLboolean _mesa_dest_buffer_exists(struct gl_context *ctx, GLenum format) { return renderbuffer_exists(ctx, ctx->DrawBuffer, format, GL_FALSE); } /** * Used to answer the GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES query. */ GLenum _mesa_get_color_read_format(struct gl_context *ctx) { switch (ctx->ReadBuffer->_ColorReadBuffer->Format) { case MESA_FORMAT_ARGB8888: return GL_BGRA; case MESA_FORMAT_RGB565: return GL_BGR; default: return GL_RGBA; } } /** * Used to answer the GL_IMPLEMENTATION_COLOR_READ_TYPE_OES query. */ GLenum _mesa_get_color_read_type(struct gl_context *ctx) { switch (ctx->ReadBuffer->_ColorReadBuffer->Format) { case MESA_FORMAT_ARGB8888: return GL_UNSIGNED_BYTE; case MESA_FORMAT_RGB565: return GL_UNSIGNED_SHORT_5_6_5_REV; default: return GL_UNSIGNED_BYTE; } } /** * Print framebuffer info to stderr, for debugging. */ void _mesa_print_framebuffer(const struct gl_framebuffer *fb) { GLuint i; fprintf(stderr, "Mesa Framebuffer %u at %p\n", fb->Name, (void *) fb); fprintf(stderr, " Size: %u x %u Status: %s\n", fb->Width, fb->Height, _mesa_lookup_enum_by_nr(fb->_Status)); fprintf(stderr, " Attachments:\n"); for (i = 0; i < BUFFER_COUNT; i++) { const struct gl_renderbuffer_attachment *att = &fb->Attachment[i]; if (att->Type == GL_TEXTURE) { const struct gl_texture_image *texImage = _mesa_get_attachment_teximage_const(att); fprintf(stderr, " %2d: Texture %u, level %u, face %u, slice %u, complete %d\n", i, att->Texture->Name, att->TextureLevel, att->CubeMapFace, att->Zoffset, att->Complete); fprintf(stderr, " Size: %u x %u x %u Format %s\n", texImage->Width, texImage->Height, texImage->Depth, _mesa_get_format_name(texImage->TexFormat)); } else if (att->Type == GL_RENDERBUFFER) { fprintf(stderr, " %2d: Renderbuffer %u, complete %d\n", i, att->Renderbuffer->Name, att->Complete); fprintf(stderr, " Size: %u x %u Format %s\n", att->Renderbuffer->Width, att->Renderbuffer->Height, _mesa_get_format_name(att->Renderbuffer->Format)); } else { fprintf(stderr, " %2d: none\n", i); } } }