/************************************************************************** * * 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. * **************************************************************************/ /** * Framebuffer/renderbuffer functions. * * \author Brian Paul */ #include "main/imports.h" #include "main/context.h" #include "main/fbobject.h" #include "main/framebuffer.h" #include "main/glformats.h" #include "main/macros.h" #include "main/renderbuffer.h" #include "main/state.h" #include "pipe/p_context.h" #include "pipe/p_defines.h" #include "pipe/p_screen.h" #include "st_atom.h" #include "st_context.h" #include "st_cb_fbo.h" #include "st_cb_flush.h" #include "st_cb_texture.h" #include "st_format.h" #include "st_texture.h" #include "st_manager.h" #include "util/u_format.h" #include "util/u_inlines.h" #include "util/u_surface.h" static GLboolean st_renderbuffer_alloc_sw_storage(struct gl_context * ctx, struct gl_renderbuffer *rb, GLenum internalFormat, GLuint width, GLuint height) { struct st_context *st = st_context(ctx); struct st_renderbuffer *strb = st_renderbuffer(rb); enum pipe_format format; size_t size; free(strb->data); strb->data = NULL; if (internalFormat == GL_RGBA16_SNORM) { /* Special case for software accum buffers. Otherwise, if the * call to st_choose_renderbuffer_format() fails (because the * driver doesn't support signed 16-bit/channel colors) we'd * just return without allocating the software accum buffer. */ format = PIPE_FORMAT_R16G16B16A16_SNORM; } else { format = st_choose_renderbuffer_format(st, internalFormat, 0); /* Not setting gl_renderbuffer::Format here will cause * FRAMEBUFFER_UNSUPPORTED and ValidateFramebuffer will not be called. */ if (format == PIPE_FORMAT_NONE) { return GL_TRUE; } } strb->Base.Format = st_pipe_format_to_mesa_format(format); size = _mesa_format_image_size(strb->Base.Format, width, height, 1); strb->data = malloc(size); return strb->data != NULL; } /** * gl_renderbuffer::AllocStorage() * This is called to allocate the original drawing surface, and * during window resize. */ static GLboolean st_renderbuffer_alloc_storage(struct gl_context * ctx, struct gl_renderbuffer *rb, GLenum internalFormat, GLuint width, GLuint height) { struct st_context *st = st_context(ctx); struct pipe_context *pipe = st->pipe; struct pipe_screen *screen = st->pipe->screen; struct st_renderbuffer *strb = st_renderbuffer(rb); enum pipe_format format = PIPE_FORMAT_NONE; struct pipe_surface surf_tmpl; struct pipe_resource templ; /* init renderbuffer fields */ strb->Base.Width = width; strb->Base.Height = height; strb->Base._BaseFormat = _mesa_base_fbo_format(ctx, internalFormat); strb->defined = GL_FALSE; /* undefined contents now */ if (strb->software) { return st_renderbuffer_alloc_sw_storage(ctx, rb, internalFormat, width, height); } /* Free the old surface and texture */ pipe_surface_reference( &strb->surface, NULL ); pipe_resource_reference( &strb->texture, NULL ); /* If an sRGB framebuffer is unsupported, sRGB formats behave like linear * formats. */ if (!ctx->Extensions.EXT_framebuffer_sRGB) { internalFormat = _mesa_get_linear_internalformat(internalFormat); } /* Handle multisample renderbuffers first. * * From ARB_framebuffer_object: * If is zero, then RENDERBUFFER_SAMPLES is set to zero. * Otherwise represents a request for a desired minimum * number of samples. Since different implementations may support * different sample counts for multisampled rendering, the actual * number of samples allocated for the renderbuffer image is * implementation dependent. However, the resulting value for * RENDERBUFFER_SAMPLES is guaranteed to be greater than or equal * to and no more than the next larger sample count supported * by the implementation. * * So let's find the supported number of samples closest to NumSamples. * (NumSamples == 1) is treated the same as (NumSamples == 0). */ if (rb->NumSamples > 1) { unsigned i; for (i = rb->NumSamples; i <= ctx->Const.MaxSamples; i++) { format = st_choose_renderbuffer_format(st, internalFormat, i); if (format != PIPE_FORMAT_NONE) { rb->NumSamples = i; break; } } } else { format = st_choose_renderbuffer_format(st, internalFormat, 0); } /* Not setting gl_renderbuffer::Format here will cause * FRAMEBUFFER_UNSUPPORTED and ValidateFramebuffer will not be called. */ if (format == PIPE_FORMAT_NONE) { return GL_TRUE; } strb->Base.Format = st_pipe_format_to_mesa_format(format); if (width == 0 || height == 0) { /* if size is zero, nothing to allocate */ return GL_TRUE; } /* Setup new texture template. */ memset(&templ, 0, sizeof(templ)); templ.target = st->internal_target; templ.format = format; templ.width0 = width; templ.height0 = height; templ.depth0 = 1; templ.array_size = 1; templ.nr_samples = rb->NumSamples; if (util_format_is_depth_or_stencil(format)) { templ.bind = PIPE_BIND_DEPTH_STENCIL; } else if (strb->Base.Name != 0) { /* this is a user-created renderbuffer */ templ.bind = PIPE_BIND_RENDER_TARGET; } else { /* this is a window-system buffer */ templ.bind = (PIPE_BIND_DISPLAY_TARGET | PIPE_BIND_RENDER_TARGET); } strb->texture = screen->resource_create(screen, &templ); if (!strb->texture) return FALSE; u_surface_default_template(&surf_tmpl, strb->texture); strb->surface = pipe->create_surface(pipe, strb->texture, &surf_tmpl); if (strb->surface) { assert(strb->surface->texture); assert(strb->surface->format); assert(strb->surface->width == width); assert(strb->surface->height == height); } return strb->surface != NULL; } /** * gl_renderbuffer::Delete() */ static void st_renderbuffer_delete(struct gl_context *ctx, struct gl_renderbuffer *rb) { struct st_renderbuffer *strb = st_renderbuffer(rb); if (ctx) { struct st_context *st = st_context(ctx); pipe_surface_release(st->pipe, &strb->surface); } pipe_resource_reference(&strb->texture, NULL); free(strb->data); _mesa_delete_renderbuffer(ctx, rb); } /** * Called via ctx->Driver.NewRenderbuffer() */ static struct gl_renderbuffer * st_new_renderbuffer(struct gl_context *ctx, GLuint name) { struct st_renderbuffer *strb = ST_CALLOC_STRUCT(st_renderbuffer); if (strb) { assert(name != 0); _mesa_init_renderbuffer(&strb->Base, name); strb->Base.Delete = st_renderbuffer_delete; strb->Base.AllocStorage = st_renderbuffer_alloc_storage; return &strb->Base; } return NULL; } /** * Allocate a renderbuffer for an on-screen window (not a user-created * renderbuffer). The window system code determines the format. */ struct gl_renderbuffer * st_new_renderbuffer_fb(enum pipe_format format, int samples, boolean sw) { struct st_renderbuffer *strb; strb = ST_CALLOC_STRUCT(st_renderbuffer); if (!strb) { _mesa_error(NULL, GL_OUT_OF_MEMORY, "creating renderbuffer"); return NULL; } _mesa_init_renderbuffer(&strb->Base, 0); strb->Base.ClassID = 0x4242; /* just a unique value */ strb->Base.NumSamples = samples; strb->Base.Format = st_pipe_format_to_mesa_format(format); strb->Base._BaseFormat = _mesa_get_format_base_format(strb->Base.Format); strb->software = sw; switch (format) { case PIPE_FORMAT_R8G8B8A8_UNORM: case PIPE_FORMAT_B8G8R8A8_UNORM: case PIPE_FORMAT_A8R8G8B8_UNORM: strb->Base.InternalFormat = GL_RGBA8; break; case PIPE_FORMAT_R8G8B8X8_UNORM: case PIPE_FORMAT_B8G8R8X8_UNORM: case PIPE_FORMAT_X8R8G8B8_UNORM: strb->Base.InternalFormat = GL_RGB8; break; case PIPE_FORMAT_R8G8B8A8_SRGB: case PIPE_FORMAT_B8G8R8A8_SRGB: case PIPE_FORMAT_A8R8G8B8_SRGB: strb->Base.InternalFormat = GL_SRGB8_ALPHA8; break; case PIPE_FORMAT_R8G8B8X8_SRGB: case PIPE_FORMAT_B8G8R8X8_SRGB: case PIPE_FORMAT_X8R8G8B8_SRGB: strb->Base.InternalFormat = GL_SRGB8; break; case PIPE_FORMAT_B5G5R5A1_UNORM: strb->Base.InternalFormat = GL_RGB5_A1; break; case PIPE_FORMAT_B4G4R4A4_UNORM: strb->Base.InternalFormat = GL_RGBA4; break; case PIPE_FORMAT_B5G6R5_UNORM: strb->Base.InternalFormat = GL_RGB565; break; case PIPE_FORMAT_Z16_UNORM: strb->Base.InternalFormat = GL_DEPTH_COMPONENT16; break; case PIPE_FORMAT_Z32_UNORM: strb->Base.InternalFormat = GL_DEPTH_COMPONENT32; break; case PIPE_FORMAT_Z24_UNORM_S8_UINT: case PIPE_FORMAT_S8_UINT_Z24_UNORM: strb->Base.InternalFormat = GL_DEPTH24_STENCIL8_EXT; break; case PIPE_FORMAT_Z24X8_UNORM: case PIPE_FORMAT_X8Z24_UNORM: strb->Base.InternalFormat = GL_DEPTH_COMPONENT24; break; case PIPE_FORMAT_S8_UINT: strb->Base.InternalFormat = GL_STENCIL_INDEX8_EXT; break; case PIPE_FORMAT_R16G16B16A16_SNORM: /* accum buffer */ strb->Base.InternalFormat = GL_RGBA16_SNORM; break; case PIPE_FORMAT_R16G16B16A16_UNORM: strb->Base.InternalFormat = GL_RGBA16; break; case PIPE_FORMAT_R8_UNORM: strb->Base.InternalFormat = GL_R8; break; case PIPE_FORMAT_R8G8_UNORM: strb->Base.InternalFormat = GL_RG8; break; case PIPE_FORMAT_R16_UNORM: strb->Base.InternalFormat = GL_R16; break; case PIPE_FORMAT_R16G16_UNORM: strb->Base.InternalFormat = GL_RG16; break; case PIPE_FORMAT_R32G32B32A32_FLOAT: strb->Base.InternalFormat = GL_RGBA32F; break; case PIPE_FORMAT_R16G16B16A16_FLOAT: strb->Base.InternalFormat = GL_RGBA16F; break; default: _mesa_problem(NULL, "Unexpected format %s in st_new_renderbuffer_fb", util_format_name(format)); free(strb); return NULL; } /* st-specific methods */ strb->Base.Delete = st_renderbuffer_delete; strb->Base.AllocStorage = st_renderbuffer_alloc_storage; /* surface is allocated in st_renderbuffer_alloc_storage() */ strb->surface = NULL; return &strb->Base; } /** * Create or update the pipe_surface of a FBO renderbuffer. * This is usually called after st_finalize_texture. */ void st_update_renderbuffer_surface(struct st_context *st, struct st_renderbuffer *strb) { struct pipe_context *pipe = st->pipe; struct pipe_resource *resource = strb->texture; struct st_texture_object *stTexObj = NULL; unsigned rtt_width = strb->Base.Width; unsigned rtt_height = strb->Base.Height; unsigned rtt_depth = strb->Base.Depth; /* * For winsys fbo, it is possible that the renderbuffer is sRGB-capable but * the format of strb->texture is linear (because we have no control over * the format). Check strb->Base.Format instead of strb->texture->format * to determine if the rb is sRGB-capable. */ boolean enable_srgb = (st->ctx->Color.sRGBEnabled && _mesa_get_format_color_encoding(strb->Base.Format) == GL_SRGB); enum pipe_format format = resource->format; if (strb->is_rtt) { stTexObj = st_texture_object(strb->Base.TexImage->TexObject); if (stTexObj->surface_based) format = stTexObj->surface_format; } format = (enable_srgb) ? util_format_srgb(format) : util_format_linear(format); unsigned first_layer, last_layer, level; if (resource->target == PIPE_TEXTURE_1D_ARRAY) { rtt_depth = rtt_height; rtt_height = 1; } /* find matching mipmap level size */ for (level = 0; level <= resource->last_level; level++) { if (u_minify(resource->width0, level) == rtt_width && u_minify(resource->height0, level) == rtt_height && (resource->target != PIPE_TEXTURE_3D || u_minify(resource->depth0, level) == rtt_depth)) { break; } } assert(level <= resource->last_level); /* determine the layer bounds */ if (strb->rtt_layered) { first_layer = 0; last_layer = util_max_layer(strb->texture, level); } else { first_layer = last_layer = strb->rtt_face + strb->rtt_slice; } /* Adjust for texture views */ if (strb->is_rtt && resource->array_size > 1 && stTexObj->base.Immutable) { struct gl_texture_object *tex = &stTexObj->base; first_layer += tex->MinLayer; if (!strb->rtt_layered) last_layer += tex->MinLayer; else last_layer = MIN2(first_layer + tex->NumLayers - 1, last_layer); } if (!strb->surface || strb->surface->texture->nr_samples != strb->Base.NumSamples || strb->surface->format != format || strb->surface->texture != resource || strb->surface->width != rtt_width || strb->surface->height != rtt_height || strb->surface->u.tex.level != level || strb->surface->u.tex.first_layer != first_layer || strb->surface->u.tex.last_layer != last_layer) { /* create a new pipe_surface */ struct pipe_surface surf_tmpl; memset(&surf_tmpl, 0, sizeof(surf_tmpl)); surf_tmpl.format = format; surf_tmpl.u.tex.level = level; surf_tmpl.u.tex.first_layer = first_layer; surf_tmpl.u.tex.last_layer = last_layer; pipe_surface_release(pipe, &strb->surface); strb->surface = pipe->create_surface(pipe, resource, &surf_tmpl); } } /** * Called by ctx->Driver.RenderTexture */ static void st_render_texture(struct gl_context *ctx, struct gl_framebuffer *fb, struct gl_renderbuffer_attachment *att) { struct st_context *st = st_context(ctx); struct pipe_context *pipe = st->pipe; struct gl_renderbuffer *rb = att->Renderbuffer; struct st_renderbuffer *strb = st_renderbuffer(rb); struct pipe_resource *pt; if (!st_finalize_texture(ctx, pipe, att->Texture, att->CubeMapFace)) return; pt = st_get_texobj_resource(att->Texture); assert(pt); /* point renderbuffer at texobject */ strb->is_rtt = TRUE; strb->rtt_face = att->CubeMapFace; strb->rtt_slice = att->Zoffset; strb->rtt_layered = att->Layered; pipe_resource_reference(&strb->texture, pt); st_update_renderbuffer_surface(st, strb); /* Invalidate buffer state so that the pipe's framebuffer state * gets updated. * That's where the new renderbuffer (which we just created) gets * passed to the pipe as a (color/depth) render target. */ st_invalidate_state(ctx, _NEW_BUFFERS); /* Need to trigger a call to update_framebuffer() since we just * attached a new renderbuffer. */ ctx->NewState |= _NEW_BUFFERS; } /** * Called via ctx->Driver.FinishRenderTexture. */ static void st_finish_render_texture(struct gl_context *ctx, struct gl_renderbuffer *rb) { struct st_renderbuffer *strb = st_renderbuffer(rb); if (!strb) return; strb->is_rtt = FALSE; /* restore previous framebuffer state */ st_invalidate_state(ctx, _NEW_BUFFERS); } /** Debug helper */ static void st_fbo_invalid(const char *reason) { if (MESA_DEBUG_FLAGS & DEBUG_INCOMPLETE_FBO) { _mesa_debug(NULL, "Invalid FBO: %s\n", reason); } } /** * Validate a renderbuffer attachment for a particular set of bindings. */ static GLboolean st_validate_attachment(struct gl_context *ctx, struct pipe_screen *screen, const struct gl_renderbuffer_attachment *att, unsigned bindings) { const struct st_texture_object *stObj = st_texture_object(att->Texture); enum pipe_format format; mesa_format texFormat; GLboolean valid; /* Sanity check: we must be binding the surface as a (color) render target * or depth/stencil target. */ assert(bindings == PIPE_BIND_RENDER_TARGET || bindings == PIPE_BIND_DEPTH_STENCIL); /* Only validate texture attachments for now, since * st_renderbuffer_alloc_storage makes sure that * the format is supported. */ if (att->Type != GL_TEXTURE) return GL_TRUE; if (!stObj || !stObj->pt) return GL_FALSE; format = stObj->pt->format; texFormat = att->Renderbuffer->TexImage->TexFormat; /* If the encoding is sRGB and sRGB rendering cannot be enabled, * check for linear format support instead. * Later when we create a surface, we change the format to a linear one. */ if (!ctx->Extensions.EXT_framebuffer_sRGB && _mesa_get_format_color_encoding(texFormat) == GL_SRGB) { const mesa_format linearFormat = _mesa_get_srgb_format_linear(texFormat); format = st_mesa_format_to_pipe_format(st_context(ctx), linearFormat); } valid = screen->is_format_supported(screen, format, PIPE_TEXTURE_2D, stObj->pt->nr_samples, bindings); if (!valid) { st_fbo_invalid("Invalid format"); } return valid; } /** * Check that the framebuffer configuration is valid in terms of what * the driver can support. * * For Gallium we only supports combined Z+stencil, not separate buffers. */ static void st_validate_framebuffer(struct gl_context *ctx, struct gl_framebuffer *fb) { struct st_context *st = st_context(ctx); struct pipe_screen *screen = st->pipe->screen; const struct gl_renderbuffer_attachment *depth = &fb->Attachment[BUFFER_DEPTH]; const struct gl_renderbuffer_attachment *stencil = &fb->Attachment[BUFFER_STENCIL]; GLuint i; enum pipe_format first_format = PIPE_FORMAT_NONE; boolean mixed_formats = screen->get_param(screen, PIPE_CAP_MIXED_COLORBUFFER_FORMATS) != 0; if (depth->Type && stencil->Type && depth->Type != stencil->Type) { st_fbo_invalid("Different Depth/Stencil buffer formats"); fb->_Status = GL_FRAMEBUFFER_UNSUPPORTED_EXT; return; } if (depth->Type == GL_RENDERBUFFER_EXT && stencil->Type == GL_RENDERBUFFER_EXT && depth->Renderbuffer != stencil->Renderbuffer) { st_fbo_invalid("Separate Depth/Stencil buffers"); fb->_Status = GL_FRAMEBUFFER_UNSUPPORTED_EXT; return; } if (depth->Type == GL_TEXTURE && stencil->Type == GL_TEXTURE && depth->Texture != stencil->Texture) { fb->_Status = GL_FRAMEBUFFER_UNSUPPORTED_EXT; st_fbo_invalid("Different Depth/Stencil textures"); return; } if (!st_validate_attachment(ctx, screen, depth, PIPE_BIND_DEPTH_STENCIL)) { fb->_Status = GL_FRAMEBUFFER_UNSUPPORTED_EXT; st_fbo_invalid("Invalid depth attachment"); return; } if (!st_validate_attachment(ctx, screen, stencil, PIPE_BIND_DEPTH_STENCIL)) { fb->_Status = GL_FRAMEBUFFER_UNSUPPORTED_EXT; st_fbo_invalid("Invalid stencil attachment"); return; } for (i = 0; i < ctx->Const.MaxColorAttachments; i++) { struct gl_renderbuffer_attachment *att = &fb->Attachment[BUFFER_COLOR0 + i]; enum pipe_format format; if (!st_validate_attachment(ctx, screen, att, PIPE_BIND_RENDER_TARGET)) { fb->_Status = GL_FRAMEBUFFER_UNSUPPORTED_EXT; st_fbo_invalid("Invalid color attachment"); return; } if (!mixed_formats) { /* Disallow mixed formats. */ if (att->Type != GL_NONE) { format = st_renderbuffer(att->Renderbuffer)->surface->format; } else { continue; } if (first_format == PIPE_FORMAT_NONE) { first_format = format; } else if (format != first_format) { fb->_Status = GL_FRAMEBUFFER_UNSUPPORTED_EXT; st_fbo_invalid("Mixed color formats"); return; } } } } /** * Called via glDrawBuffer. We only provide this driver function so that we * can check if we need to allocate a new renderbuffer. Specifically, we * don't usually allocate a front color buffer when using a double-buffered * visual. But if the app calls glDrawBuffer(GL_FRONT) we need to allocate * that buffer. Note, this is only for window system buffers, not user- * created FBOs. */ static void st_DrawBuffers(struct gl_context *ctx, GLsizei count, const GLenum *buffers) { struct st_context *st = st_context(ctx); struct gl_framebuffer *fb = ctx->DrawBuffer; (void) count; (void) buffers; if (_mesa_is_winsys_fbo(fb)) { GLuint i; /* add the renderbuffers on demand */ for (i = 0; i < fb->_NumColorDrawBuffers; i++) { GLint idx = fb->_ColorDrawBufferIndexes[i]; if (idx >= 0) { st_manager_add_color_renderbuffer(st, fb, idx); } } } } /** * Called via glReadBuffer. As with st_DrawBuffers, we use this function * to check if we need to allocate a renderbuffer on demand. */ static void st_ReadBuffer(struct gl_context *ctx, GLenum buffer) { struct st_context *st = st_context(ctx); struct gl_framebuffer *fb = ctx->ReadBuffer; (void) buffer; /* Check if we need to allocate a front color buffer. * Front buffers are often allocated on demand (other color buffers are * always allocated in advance). */ if ((fb->_ColorReadBufferIndex == BUFFER_FRONT_LEFT || fb->_ColorReadBufferIndex == BUFFER_FRONT_RIGHT) && fb->Attachment[fb->_ColorReadBufferIndex].Type == GL_NONE) { assert(_mesa_is_winsys_fbo(fb)); /* add the buffer */ st_manager_add_color_renderbuffer(st, fb, fb->_ColorReadBufferIndex); _mesa_update_state(ctx); st_validate_state(st, ST_PIPELINE_UPDATE_FRAMEBUFFER); } } /** * Called via ctx->Driver.MapRenderbuffer. */ static void st_MapRenderbuffer(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint x, GLuint y, GLuint w, GLuint h, GLbitfield mode, GLubyte **mapOut, GLint *rowStrideOut) { struct st_context *st = st_context(ctx); struct st_renderbuffer *strb = st_renderbuffer(rb); struct pipe_context *pipe = st->pipe; const GLboolean invert = rb->Name == 0; unsigned usage; GLuint y2; GLubyte *map; if (strb->software) { /* software-allocated renderbuffer (probably an accum buffer) */ if (strb->data) { GLint bpp = _mesa_get_format_bytes(strb->Base.Format); GLint stride = _mesa_format_row_stride(strb->Base.Format, strb->Base.Width); *mapOut = (GLubyte *) strb->data + y * stride + x * bpp; *rowStrideOut = stride; } else { *mapOut = NULL; *rowStrideOut = 0; } return; } usage = 0x0; if (mode & GL_MAP_READ_BIT) usage |= PIPE_TRANSFER_READ; if (mode & GL_MAP_WRITE_BIT) usage |= PIPE_TRANSFER_WRITE; if (mode & GL_MAP_INVALIDATE_RANGE_BIT) usage |= PIPE_TRANSFER_DISCARD_RANGE; /* Note: y=0=bottom of buffer while y2=0=top of buffer. * 'invert' will be true for window-system buffers and false for * user-allocated renderbuffers and textures. */ if (invert) y2 = strb->Base.Height - y - h; else y2 = y; map = pipe_transfer_map(pipe, strb->texture, strb->surface->u.tex.level, strb->surface->u.tex.first_layer, usage, x, y2, w, h, &strb->transfer); if (map) { if (invert) { *rowStrideOut = -(int) strb->transfer->stride; map += (h - 1) * strb->transfer->stride; } else { *rowStrideOut = strb->transfer->stride; } *mapOut = map; } else { *mapOut = NULL; *rowStrideOut = 0; } } /** * Called via ctx->Driver.UnmapRenderbuffer. */ static void st_UnmapRenderbuffer(struct gl_context *ctx, struct gl_renderbuffer *rb) { struct st_context *st = st_context(ctx); struct st_renderbuffer *strb = st_renderbuffer(rb); struct pipe_context *pipe = st->pipe; if (strb->software) { /* software-allocated renderbuffer (probably an accum buffer) */ return; } pipe_transfer_unmap(pipe, strb->transfer); strb->transfer = NULL; } void st_init_fbo_functions(struct dd_function_table *functions) { functions->NewFramebuffer = _mesa_new_framebuffer; functions->NewRenderbuffer = st_new_renderbuffer; functions->FramebufferRenderbuffer = _mesa_FramebufferRenderbuffer_sw; functions->RenderTexture = st_render_texture; functions->FinishRenderTexture = st_finish_render_texture; functions->ValidateFramebuffer = st_validate_framebuffer; functions->DrawBuffers = st_DrawBuffers; functions->ReadBuffer = st_ReadBuffer; functions->MapRenderbuffer = st_MapRenderbuffer; functions->UnmapRenderbuffer = st_UnmapRenderbuffer; }