/************************************************************************** * * Copyright 2007 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, sub license, 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 (including the * next paragraph) 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 NON-INFRINGEMENT. * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS 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. * **************************************************************************/ /* * Authors: * Keith Whitwell * Brian Paul */ #include #include "st_context.h" #include "st_atom.h" #include "st_cb_bitmap.h" #include "st_cb_fbo.h" #include "st_texture.h" #include "pipe/p_context.h" #include "cso_cache/cso_context.h" #include "util/u_math.h" #include "util/u_inlines.h" #include "util/u_format.h" #include "util/u_framebuffer.h" #include "main/framebuffer.h" /** * Update framebuffer size. * * We need to derive pipe_framebuffer size from the bound pipe_surfaces here * instead of copying gl_framebuffer size because for certain target types * (like PIPE_TEXTURE_1D_ARRAY) gl_framebuffer::Height has the number of layers * instead of 1. */ static void update_framebuffer_size(struct pipe_framebuffer_state *framebuffer, struct pipe_surface *surface) { assert(surface); assert(surface->width < USHRT_MAX); assert(surface->height < USHRT_MAX); framebuffer->width = MIN2(framebuffer->width, surface->width); framebuffer->height = MIN2(framebuffer->height, surface->height); } /** * Round up the requested multisample count to the next supported sample size. */ static unsigned framebuffer_quantize_num_samples(struct st_context *st, unsigned num_samples) { struct pipe_screen *screen = st->pipe->screen; int quantized_samples = 0; unsigned msaa_mode; if (!num_samples) return 0; /* Assumes the highest supported MSAA is a power of 2 */ msaa_mode = util_next_power_of_two(st->ctx->Const.MaxFramebufferSamples); assert(!(num_samples > msaa_mode)); /* be safe from infinite loops */ /** * Check if the MSAA mode that is higher than the requested * num_samples is supported, and if so returning it. */ for (; msaa_mode >= num_samples; msaa_mode = msaa_mode / 2) { /** * For ARB_framebuffer_no_attachment, A format of * PIPE_FORMAT_NONE implies what number of samples is * supported for a framebuffer with no attachment. Thus the * drivers callback must be adjusted for this. */ if (screen->is_format_supported(screen, PIPE_FORMAT_NONE, PIPE_TEXTURE_2D, msaa_mode, PIPE_BIND_RENDER_TARGET)) quantized_samples = msaa_mode; } return quantized_samples; } /** * Update framebuffer state (color, depth, stencil, etc. buffers) */ void st_update_framebuffer_state( struct st_context *st ) { struct pipe_framebuffer_state framebuffer; struct gl_framebuffer *fb = st->ctx->DrawBuffer; struct st_renderbuffer *strb; GLuint i; st_flush_bitmap_cache(st); st_invalidate_readpix_cache(st); st->state.fb_orientation = st_fb_orientation(fb); /** * Quantize the derived default number of samples: * * A query to the driver of supported MSAA values the * hardware supports is done as to legalize the number * of application requested samples, NumSamples. * See commit eb9cf3c for more information. */ fb->DefaultGeometry._NumSamples = framebuffer_quantize_num_samples(st, fb->DefaultGeometry.NumSamples); framebuffer.width = _mesa_geometric_width(fb); framebuffer.height = _mesa_geometric_height(fb); framebuffer.samples = _mesa_geometric_samples(fb); framebuffer.layers = _mesa_geometric_layers(fb); /* Examine Mesa's ctx->DrawBuffer->_ColorDrawBuffers state * to determine which surfaces to draw to */ framebuffer.nr_cbufs = fb->_NumColorDrawBuffers; for (i = 0; i < fb->_NumColorDrawBuffers; i++) { framebuffer.cbufs[i] = NULL; strb = st_renderbuffer(fb->_ColorDrawBuffers[i]); if (strb) { if (strb->is_rtt || (strb->texture && _mesa_get_format_color_encoding(strb->Base.Format) == GL_SRGB)) { /* rendering to a GL texture, may have to update surface */ st_update_renderbuffer_surface(st, strb); } if (strb->surface) { framebuffer.cbufs[i] = strb->surface; update_framebuffer_size(&framebuffer, strb->surface); } strb->defined = GL_TRUE; /* we'll be drawing something */ } } for (i = framebuffer.nr_cbufs; i < PIPE_MAX_COLOR_BUFS; i++) { framebuffer.cbufs[i] = NULL; } /* Remove trailing GL_NONE draw buffers. */ while (framebuffer.nr_cbufs && !framebuffer.cbufs[framebuffer.nr_cbufs-1]) { framebuffer.nr_cbufs--; } /* * Depth/Stencil renderbuffer/surface. */ strb = st_renderbuffer(fb->Attachment[BUFFER_DEPTH].Renderbuffer); if (!strb) strb = st_renderbuffer(fb->Attachment[BUFFER_STENCIL].Renderbuffer); if (strb) { if (strb->is_rtt) { /* rendering to a GL texture, may have to update surface */ st_update_renderbuffer_surface(st, strb); } framebuffer.zsbuf = strb->surface; update_framebuffer_size(&framebuffer, strb->surface); } else framebuffer.zsbuf = NULL; #ifdef DEBUG /* Make sure the resource binding flags were set properly */ for (i = 0; i < framebuffer.nr_cbufs; i++) { assert(!framebuffer.cbufs[i] || framebuffer.cbufs[i]->texture->bind & PIPE_BIND_RENDER_TARGET); } if (framebuffer.zsbuf) { assert(framebuffer.zsbuf->texture->bind & PIPE_BIND_DEPTH_STENCIL); } #endif if (framebuffer.width == USHRT_MAX) framebuffer.width = 0; if (framebuffer.height == USHRT_MAX) framebuffer.height = 0; cso_set_framebuffer(st->cso_context, &framebuffer); st->state.fb_width = framebuffer.width; st->state.fb_height = framebuffer.height; st->state.fb_num_samples = util_framebuffer_get_num_samples(&framebuffer); st->state.fb_num_layers = util_framebuffer_get_num_layers(&framebuffer); st->state.fb_num_cb = framebuffer.nr_cbufs; }