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|
/*
* 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);
}
}
}
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