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/*
2
 * Mesa 3-D graphics library
3
 *
4
 * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
5
 *
6
 * Permission is hereby granted, free of charge, to any person obtaining a
7
 * copy of this software and associated documentation files (the "Software"),
8
 * to deal in the Software without restriction, including without limitation
9
 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10
 * and/or sell copies of the Software, and to permit persons to whom the
11
 * Software is furnished to do so, subject to the following conditions:
12
 *
13
 * The above copyright notice and this permission notice shall be included
14
 * in all copies or substantial portions of the Software.
15
 *
16
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17
 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
19
 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20
 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21
 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22
 * OTHER DEALINGS IN THE SOFTWARE.
23
 */
24
 
25
 
26
/**
27
 * Functions for allocating/managing framebuffers and renderbuffers.
28
 * Also, routines for reading/writing renderbuffer data as ubytes,
29
 * ushorts, uints, etc.
30
 */
31
 
32
#include 
33
#include "glheader.h"
34
#include "imports.h"
35
#include "blend.h"
36
#include "buffers.h"
37
#include "context.h"
38
#include "enums.h"
39
#include "formats.h"
40
#include "macros.h"
41
#include "mtypes.h"
42
#include "fbobject.h"
43
#include "framebuffer.h"
44
#include "renderbuffer.h"
45
#include "texobj.h"
46
#include "glformats.h"
47
 
48
 
49
 
50
/**
51
 * Compute/set the _DepthMax field for the given framebuffer.
52
 * This value depends on the Z buffer resolution.
53
 */
54
static void
55
compute_depth_max(struct gl_framebuffer *fb)
56
{
57
   if (fb->Visual.depthBits == 0) {
58
      /* Special case.  Even if we don't have a depth buffer we need
59
       * good values for DepthMax for Z vertex transformation purposes
60
       * and for per-fragment fog computation.
61
       */
62
      fb->_DepthMax = (1 << 16) - 1;
63
   }
64
   else if (fb->Visual.depthBits < 32) {
65
      fb->_DepthMax = (1 << fb->Visual.depthBits) - 1;
66
   }
67
   else {
68
      /* Special case since shift values greater than or equal to the
69
       * number of bits in the left hand expression's type are undefined.
70
       */
71
      fb->_DepthMax = 0xffffffff;
72
   }
73
   fb->_DepthMaxF = (GLfloat) fb->_DepthMax;
74
 
75
   /* Minimum resolvable depth value, for polygon offset */
76
   fb->_MRD = (GLfloat)1.0 / fb->_DepthMaxF;
77
}
78
 
79
/**
80
 * Create and initialize a gl_framebuffer object.
81
 * This is intended for creating _window_system_ framebuffers, not generic
82
 * framebuffer objects ala GL_EXT_framebuffer_object.
83
 *
84
 * \sa _mesa_new_framebuffer
85
 */
86
struct gl_framebuffer *
87
_mesa_create_framebuffer(const struct gl_config *visual)
88
{
89
   struct gl_framebuffer *fb = CALLOC_STRUCT(gl_framebuffer);
90
   assert(visual);
91
   if (fb) {
92
      _mesa_initialize_window_framebuffer(fb, visual);
93
   }
94
   return fb;
95
}
96
 
97
 
98
/**
99
 * Allocate a new gl_framebuffer object.
100
 * This is the default function for ctx->Driver.NewFramebuffer().
101
 * This is for allocating user-created framebuffers, not window-system
102
 * framebuffers!
103
 * \sa _mesa_create_framebuffer
104
 */
105
struct gl_framebuffer *
106
_mesa_new_framebuffer(struct gl_context *ctx, GLuint name)
107
{
108
   struct gl_framebuffer *fb;
109
   (void) ctx;
110
   assert(name != 0);
111
   fb = CALLOC_STRUCT(gl_framebuffer);
112
   if (fb) {
113
      _mesa_initialize_user_framebuffer(fb, name);
114
   }
115
   return fb;
116
}
117
 
118
 
119
/**
120
 * Initialize a gl_framebuffer object.  Typically used to initialize
121
 * window system-created framebuffers, not user-created framebuffers.
122
 * \sa _mesa_initialize_user_framebuffer
123
 */
124
void
125
_mesa_initialize_window_framebuffer(struct gl_framebuffer *fb,
126
				     const struct gl_config *visual)
127
{
128
   assert(fb);
129
   assert(visual);
130
 
131
   memset(fb, 0, sizeof(struct gl_framebuffer));
132
 
133
   mtx_init(&fb->Mutex, mtx_plain);
134
 
135
   fb->RefCount = 1;
136
 
137
   /* save the visual */
138
   fb->Visual = *visual;
139
 
140
   /* Init read/draw renderbuffer state */
141
   if (visual->doubleBufferMode) {
142
      fb->_NumColorDrawBuffers = 1;
143
      fb->ColorDrawBuffer[0] = GL_BACK;
144
      fb->_ColorDrawBufferIndexes[0] = BUFFER_BACK_LEFT;
145
      fb->ColorReadBuffer = GL_BACK;
146
      fb->_ColorReadBufferIndex = BUFFER_BACK_LEFT;
147
   }
148
   else {
149
      fb->_NumColorDrawBuffers = 1;
150
      fb->ColorDrawBuffer[0] = GL_FRONT;
151
      fb->_ColorDrawBufferIndexes[0] = BUFFER_FRONT_LEFT;
152
      fb->ColorReadBuffer = GL_FRONT;
153
      fb->_ColorReadBufferIndex = BUFFER_FRONT_LEFT;
154
   }
155
 
156
   fb->Delete = _mesa_destroy_framebuffer;
157
   fb->_Status = GL_FRAMEBUFFER_COMPLETE_EXT;
158
   fb->_AllColorBuffersFixedPoint = !visual->floatMode;
159
   fb->_HasSNormOrFloatColorBuffer = visual->floatMode;
160
 
161
   compute_depth_max(fb);
162
}
163
 
164
 
165
/**
166
 * Initialize a user-created gl_framebuffer object.
167
 * \sa _mesa_initialize_window_framebuffer
168
 */
169
void
170
_mesa_initialize_user_framebuffer(struct gl_framebuffer *fb, GLuint name)
171
{
172
   assert(fb);
173
   assert(name);
174
 
175
   memset(fb, 0, sizeof(struct gl_framebuffer));
176
 
177
   fb->Name = name;
178
   fb->RefCount = 1;
179
   fb->_NumColorDrawBuffers = 1;
180
   fb->ColorDrawBuffer[0] = GL_COLOR_ATTACHMENT0_EXT;
181
   fb->_ColorDrawBufferIndexes[0] = BUFFER_COLOR0;
182
   fb->ColorReadBuffer = GL_COLOR_ATTACHMENT0_EXT;
183
   fb->_ColorReadBufferIndex = BUFFER_COLOR0;
184
   fb->Delete = _mesa_destroy_framebuffer;
185
   mtx_init(&fb->Mutex, mtx_plain);
186
}
187
 
188
 
189
/**
190
 * Deallocate buffer and everything attached to it.
191
 * Typically called via the gl_framebuffer->Delete() method.
192
 */
193
void
194
_mesa_destroy_framebuffer(struct gl_framebuffer *fb)
195
{
196
   if (fb) {
197
      _mesa_free_framebuffer_data(fb);
198
      free(fb->Label);
199
      free(fb);
200
   }
201
}
202
 
203
 
204
/**
205
 * Free all the data hanging off the given gl_framebuffer, but don't free
206
 * the gl_framebuffer object itself.
207
 */
208
void
209
_mesa_free_framebuffer_data(struct gl_framebuffer *fb)
210
{
211
   GLuint i;
212
 
213
   assert(fb);
214
   assert(fb->RefCount == 0);
215
 
216
   mtx_destroy(&fb->Mutex);
217
 
218
   for (i = 0; i < BUFFER_COUNT; i++) {
219
      struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
220
      if (att->Renderbuffer) {
221
         _mesa_reference_renderbuffer(&att->Renderbuffer, NULL);
222
      }
223
      if (att->Texture) {
224
         _mesa_reference_texobj(&att->Texture, NULL);
225
      }
226
      assert(!att->Renderbuffer);
227
      assert(!att->Texture);
228
      att->Type = GL_NONE;
229
   }
230
}
231
 
232
 
233
/**
234
 * Set *ptr to point to fb, with refcounting and locking.
235
 * This is normally only called from the _mesa_reference_framebuffer() macro
236
 * when there's a real pointer change.
237
 */
238
void
239
_mesa_reference_framebuffer_(struct gl_framebuffer **ptr,
240
                             struct gl_framebuffer *fb)
241
{
242
   if (*ptr) {
243
      /* unreference old renderbuffer */
244
      GLboolean deleteFlag = GL_FALSE;
245
      struct gl_framebuffer *oldFb = *ptr;
246
 
247
      mtx_lock(&oldFb->Mutex);
248
      assert(oldFb->RefCount > 0);
249
      oldFb->RefCount--;
250
      deleteFlag = (oldFb->RefCount == 0);
251
      mtx_unlock(&oldFb->Mutex);
252
 
253
      if (deleteFlag)
254
         oldFb->Delete(oldFb);
255
 
256
      *ptr = NULL;
257
   }
258
   assert(!*ptr);
259
 
260
   if (fb) {
261
      mtx_lock(&fb->Mutex);
262
      fb->RefCount++;
263
      mtx_unlock(&fb->Mutex);
264
      *ptr = fb;
265
   }
266
}
267
 
268
 
269
/**
270
 * Resize the given framebuffer's renderbuffers to the new width and height.
271
 * This should only be used for window-system framebuffers, not
272
 * user-created renderbuffers (i.e. made with GL_EXT_framebuffer_object).
273
 * This will typically be called via ctx->Driver.ResizeBuffers() or directly
274
 * from a device driver.
275
 *
276
 * \note it's possible for ctx to be null since a window can be resized
277
 * without a currently bound rendering context.
278
 */
279
void
280
_mesa_resize_framebuffer(struct gl_context *ctx, struct gl_framebuffer *fb,
281
                         GLuint width, GLuint height)
282
{
283
   GLuint i;
284
 
285
   /* XXX I think we could check if the size is not changing
286
    * and return early.
287
    */
288
 
289
   /* Can only resize win-sys framebuffer objects */
290
   assert(_mesa_is_winsys_fbo(fb));
291
 
292
   for (i = 0; i < BUFFER_COUNT; i++) {
293
      struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
294
      if (att->Type == GL_RENDERBUFFER_EXT && att->Renderbuffer) {
295
         struct gl_renderbuffer *rb = att->Renderbuffer;
296
         /* only resize if size is changing */
297
         if (rb->Width != width || rb->Height != height) {
298
            if (rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height)) {
299
               assert(rb->Width == width);
300
               assert(rb->Height == height);
301
            }
302
            else {
303
               _mesa_error(ctx, GL_OUT_OF_MEMORY, "Resizing framebuffer");
304
               /* no return */
305
            }
306
         }
307
      }
308
   }
309
 
310
   fb->Width = width;
311
   fb->Height = height;
312
 
313
   if (ctx) {
314
      /* update scissor / window bounds */
315
      _mesa_update_draw_buffer_bounds(ctx, ctx->DrawBuffer);
316
      /* Signal new buffer state so that swrast will update its clipping
317
       * info (the CLIP_BIT flag).
318
       */
319
      ctx->NewState |= _NEW_BUFFERS;
320
   }
321
}
322
 
323
/**
324
 * Examine all the framebuffer's renderbuffers to update the Width/Height
325
 * fields of the framebuffer.  If we have renderbuffers with different
326
 * sizes, set the framebuffer's width and height to the min size.
327
 * Note: this is only intended for user-created framebuffers, not
328
 * window-system framebuffes.
329
 */
330
static void
331
update_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb)
332
{
333
   GLuint minWidth = ~0, minHeight = ~0;
334
   GLuint i;
335
 
336
   /* user-created framebuffers only */
337
   assert(_mesa_is_user_fbo(fb));
338
 
339
   for (i = 0; i < BUFFER_COUNT; i++) {
340
      struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
341
      const struct gl_renderbuffer *rb = att->Renderbuffer;
342
      if (rb) {
343
         minWidth = MIN2(minWidth, rb->Width);
344
         minHeight = MIN2(minHeight, rb->Height);
345
      }
346
   }
347
 
348
   if (minWidth != ~0U) {
349
      fb->Width = minWidth;
350
      fb->Height = minHeight;
351
   }
352
   else {
353
      fb->Width = 0;
354
      fb->Height = 0;
355
   }
356
}
357
 
358
 
359
/**
360
 * Calculate the inclusive bounding box for the scissor of a specific viewport
361
 *
362
 * \param ctx     GL context.
363
 * \param buffer  Framebuffer to be checked against
364
 * \param idx     Index of the desired viewport
365
 * \param bbox    Bounding box for the scissored viewport.  Stored as xmin,
366
 *                xmax, ymin, ymax.
367
 *
368
 * \warning This function assumes that the framebuffer dimensions are up to
369
 * date (e.g., update_framebuffer_size has been recently called on \c buffer).
370
 *
371
 * \sa _mesa_clip_to_region
372
 */
373
void
374
_mesa_scissor_bounding_box(const struct gl_context *ctx,
375
                           const struct gl_framebuffer *buffer,
376
                           unsigned idx, int *bbox)
377
{
378
   bbox[0] = 0;
379
   bbox[2] = 0;
380
   bbox[1] = buffer->Width;
381
   bbox[3] = buffer->Height;
382
 
383
   if (ctx->Scissor.EnableFlags & (1u << idx)) {
384
      if (ctx->Scissor.ScissorArray[idx].X > bbox[0]) {
385
         bbox[0] = ctx->Scissor.ScissorArray[idx].X;
386
      }
387
      if (ctx->Scissor.ScissorArray[idx].Y > bbox[2]) {
388
         bbox[2] = ctx->Scissor.ScissorArray[idx].Y;
389
      }
390
      if (ctx->Scissor.ScissorArray[idx].X + ctx->Scissor.ScissorArray[idx].Width < bbox[1]) {
391
         bbox[1] = ctx->Scissor.ScissorArray[idx].X + ctx->Scissor.ScissorArray[idx].Width;
392
      }
393
      if (ctx->Scissor.ScissorArray[idx].Y + ctx->Scissor.ScissorArray[idx].Height < bbox[3]) {
394
         bbox[3] = ctx->Scissor.ScissorArray[idx].Y + ctx->Scissor.ScissorArray[idx].Height;
395
      }
396
      /* finally, check for empty region */
397
      if (bbox[0] > bbox[1]) {
398
         bbox[0] = bbox[1];
399
      }
400
      if (bbox[2] > bbox[3]) {
401
         bbox[2] = bbox[3];
402
      }
403
   }
404
 
405
   assert(bbox[0] <= bbox[1]);
406
   assert(bbox[2] <= bbox[3]);
407
}
408
 
409
/**
410
 * Update the context's current drawing buffer's Xmin, Xmax, Ymin, Ymax fields.
411
 * These values are computed from the buffer's width and height and
412
 * the scissor box, if it's enabled.
413
 * \param ctx  the GL context.
414
 */
415
void
416
_mesa_update_draw_buffer_bounds(struct gl_context *ctx,
417
                                struct gl_framebuffer *buffer)
418
{
419
   int bbox[4];
420
 
421
   if (!buffer)
422
      return;
423
 
424
   if (_mesa_is_user_fbo(buffer)) {
425
      /* user-created framebuffer size depends on the renderbuffers */
426
      update_framebuffer_size(ctx, buffer);
427
   }
428
 
429
   /* Default to the first scissor as that's always valid */
430
   _mesa_scissor_bounding_box(ctx, buffer, 0, bbox);
431
   buffer->_Xmin = bbox[0];
432
   buffer->_Ymin = bbox[2];
433
   buffer->_Xmax = bbox[1];
434
   buffer->_Ymax = bbox[3];
435
}
436
 
437
 
438
/**
439
 * The glGet queries of the framebuffer red/green/blue size, stencil size,
440
 * etc. are satisfied by the fields of ctx->DrawBuffer->Visual.  These can
441
 * change depending on the renderbuffer bindings.  This function updates
442
 * the given framebuffer's Visual from the current renderbuffer bindings.
443
 *
444
 * This may apply to user-created framebuffers or window system framebuffers.
445
 *
446
 * Also note: ctx->DrawBuffer->Visual.depthBits might not equal
447
 * ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer.DepthBits.
448
 * The former one is used to convert floating point depth values into
449
 * integer Z values.
450
 */
451
void
452
_mesa_update_framebuffer_visual(struct gl_context *ctx,
453
				struct gl_framebuffer *fb)
454
{
455
   GLuint i;
456
 
457
   memset(&fb->Visual, 0, sizeof(fb->Visual));
458
   fb->Visual.rgbMode = GL_TRUE; /* assume this */
459
 
460
#if 0 /* this _might_ be needed */
461
   if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
462
      /* leave visual fields zero'd */
463
      return;
464
   }
465
#endif
466
 
467
   /* find first RGB renderbuffer */
468
   for (i = 0; i < BUFFER_COUNT; i++) {
469
      if (fb->Attachment[i].Renderbuffer) {
470
         const struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer;
471
         const GLenum baseFormat = _mesa_get_format_base_format(rb->Format);
472
         const mesa_format fmt = rb->Format;
473
 
474
         /* Grab samples and sampleBuffers from any attachment point (assuming
475
          * the framebuffer is complete, we'll get the same answer from all
476
          * attachments).
477
          */
478
         fb->Visual.samples = rb->NumSamples;
479
         fb->Visual.sampleBuffers = rb->NumSamples > 0 ? 1 : 0;
480
 
481
         if (_mesa_is_legal_color_format(ctx, baseFormat)) {
482
            fb->Visual.redBits = _mesa_get_format_bits(fmt, GL_RED_BITS);
483
            fb->Visual.greenBits = _mesa_get_format_bits(fmt, GL_GREEN_BITS);
484
            fb->Visual.blueBits = _mesa_get_format_bits(fmt, GL_BLUE_BITS);
485
            fb->Visual.alphaBits = _mesa_get_format_bits(fmt, GL_ALPHA_BITS);
486
            fb->Visual.rgbBits = fb->Visual.redBits
487
               + fb->Visual.greenBits + fb->Visual.blueBits;
488
            if (_mesa_get_format_color_encoding(fmt) == GL_SRGB)
489
                fb->Visual.sRGBCapable = ctx->Extensions.EXT_framebuffer_sRGB;
490
            break;
491
         }
492
      }
493
   }
494
 
495
   fb->Visual.floatMode = GL_FALSE;
496
   for (i = 0; i < BUFFER_COUNT; i++) {
497
      if (fb->Attachment[i].Renderbuffer) {
498
         const struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer;
499
         const mesa_format fmt = rb->Format;
500
 
501
         if (_mesa_get_format_datatype(fmt) == GL_FLOAT) {
502
            fb->Visual.floatMode = GL_TRUE;
503
            break;
504
         }
505
      }
506
   }
507
 
508
   if (fb->Attachment[BUFFER_DEPTH].Renderbuffer) {
509
      const struct gl_renderbuffer *rb =
510
         fb->Attachment[BUFFER_DEPTH].Renderbuffer;
511
      const mesa_format fmt = rb->Format;
512
      fb->Visual.haveDepthBuffer = GL_TRUE;
513
      fb->Visual.depthBits = _mesa_get_format_bits(fmt, GL_DEPTH_BITS);
514
   }
515
 
516
   if (fb->Attachment[BUFFER_STENCIL].Renderbuffer) {
517
      const struct gl_renderbuffer *rb =
518
         fb->Attachment[BUFFER_STENCIL].Renderbuffer;
519
      const mesa_format fmt = rb->Format;
520
      fb->Visual.haveStencilBuffer = GL_TRUE;
521
      fb->Visual.stencilBits = _mesa_get_format_bits(fmt, GL_STENCIL_BITS);
522
   }
523
 
524
   if (fb->Attachment[BUFFER_ACCUM].Renderbuffer) {
525
      const struct gl_renderbuffer *rb =
526
         fb->Attachment[BUFFER_ACCUM].Renderbuffer;
527
      const mesa_format fmt = rb->Format;
528
      fb->Visual.haveAccumBuffer = GL_TRUE;
529
      fb->Visual.accumRedBits = _mesa_get_format_bits(fmt, GL_RED_BITS);
530
      fb->Visual.accumGreenBits = _mesa_get_format_bits(fmt, GL_GREEN_BITS);
531
      fb->Visual.accumBlueBits = _mesa_get_format_bits(fmt, GL_BLUE_BITS);
532
      fb->Visual.accumAlphaBits = _mesa_get_format_bits(fmt, GL_ALPHA_BITS);
533
   }
534
 
535
   compute_depth_max(fb);
536
}
537
 
538
 
539
/*
540
 * Example DrawBuffers scenarios:
541
 *
542
 * 1. glDrawBuffer(GL_FRONT_AND_BACK), fixed-func or shader writes to
543
 * "gl_FragColor" or program writes to the "result.color" register:
544
 *
545
 *   fragment color output   renderbuffer
546
 *   ---------------------   ---------------
547
 *   color[0]                Front, Back
548
 *
549
 *
550
 * 2. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]), shader writes to
551
 * gl_FragData[i] or program writes to result.color[i] registers:
552
 *
553
 *   fragment color output   renderbuffer
554
 *   ---------------------   ---------------
555
 *   color[0]                Front
556
 *   color[1]                Aux0
557
 *   color[3]                Aux1
558
 *
559
 *
560
 * 3. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]) and shader writes to
561
 * gl_FragColor, or fixed function:
562
 *
563
 *   fragment color output   renderbuffer
564
 *   ---------------------   ---------------
565
 *   color[0]                Front, Aux0, Aux1
566
 *
567
 *
568
 * In either case, the list of renderbuffers is stored in the
569
 * framebuffer->_ColorDrawBuffers[] array and
570
 * framebuffer->_NumColorDrawBuffers indicates the number of buffers.
571
 * The renderer (like swrast) has to look at the current fragment shader
572
 * to see if it writes to gl_FragColor vs. gl_FragData[i] to determine
573
 * how to map color outputs to renderbuffers.
574
 *
575
 * Note that these two calls are equivalent (for fixed function fragment
576
 * shading anyway):
577
 *   a)  glDrawBuffer(GL_FRONT_AND_BACK);  (assuming non-stereo framebuffer)
578
 *   b)  glDrawBuffers(2, [GL_FRONT_LEFT, GL_BACK_LEFT]);
579
 */
580
 
581
 
582
 
583
 
584
/**
585
 * Update the (derived) list of color drawing renderbuffer pointers.
586
 * Later, when we're rendering we'll loop from 0 to _NumColorDrawBuffers
587
 * writing colors.
588
 */
589
static void
590
update_color_draw_buffers(struct gl_context *ctx, struct gl_framebuffer *fb)
591
{
592
   GLuint output;
593
 
594
   /* set 0th buffer to NULL now in case _NumColorDrawBuffers is zero */
595
   fb->_ColorDrawBuffers[0] = NULL;
596
 
597
   for (output = 0; output < fb->_NumColorDrawBuffers; output++) {
598
      GLint buf = fb->_ColorDrawBufferIndexes[output];
599
      if (buf >= 0) {
600
         fb->_ColorDrawBuffers[output] = fb->Attachment[buf].Renderbuffer;
601
      }
602
      else {
603
         fb->_ColorDrawBuffers[output] = NULL;
604
      }
605
   }
606
}
607
 
608
 
609
/**
610
 * Update the (derived) color read renderbuffer pointer.
611
 * Unlike the DrawBuffer, we can only read from one (or zero) color buffers.
612
 */
613
static void
614
update_color_read_buffer(struct gl_context *ctx, struct gl_framebuffer *fb)
615
{
616
   (void) ctx;
617
   if (fb->_ColorReadBufferIndex == -1 ||
618
       fb->DeletePending ||
619
       fb->Width == 0 ||
620
       fb->Height == 0) {
621
      fb->_ColorReadBuffer = NULL; /* legal! */
622
   }
623
   else {
624
      assert(fb->_ColorReadBufferIndex >= 0);
625
      assert(fb->_ColorReadBufferIndex < BUFFER_COUNT);
626
      fb->_ColorReadBuffer
627
         = fb->Attachment[fb->_ColorReadBufferIndex].Renderbuffer;
628
   }
629
}
630
 
631
 
632
/**
633
 * Update a gl_framebuffer's derived state.
634
 *
635
 * Specifically, update these framebuffer fields:
636
 *    _ColorDrawBuffers
637
 *    _NumColorDrawBuffers
638
 *    _ColorReadBuffer
639
 *
640
 * If the framebuffer is user-created, make sure it's complete.
641
 *
642
 * The following functions (at least) can effect framebuffer state:
643
 * glReadBuffer, glDrawBuffer, glDrawBuffersARB, glFramebufferRenderbufferEXT,
644
 * glRenderbufferStorageEXT.
645
 */
646
static void
647
update_framebuffer(struct gl_context *ctx, struct gl_framebuffer *fb)
648
{
649
   if (_mesa_is_winsys_fbo(fb)) {
650
      /* This is a window-system framebuffer */
651
      /* Need to update the FB's GL_DRAW_BUFFER state to match the
652
       * context state (GL_READ_BUFFER too).
653
       */
654
      if (fb->ColorDrawBuffer[0] != ctx->Color.DrawBuffer[0]) {
655
         _mesa_drawbuffers(ctx, fb, ctx->Const.MaxDrawBuffers,
656
                           ctx->Color.DrawBuffer, NULL);
657
      }
658
   }
659
   else {
660
      /* This is a user-created framebuffer.
661
       * Completeness only matters for user-created framebuffers.
662
       */
663
      if (fb->_Status != GL_FRAMEBUFFER_COMPLETE) {
664
         _mesa_test_framebuffer_completeness(ctx, fb);
665
      }
666
   }
667
 
668
   /* Strictly speaking, we don't need to update the draw-state
669
    * if this FB is bound as ctx->ReadBuffer (and conversely, the
670
    * read-state if this FB is bound as ctx->DrawBuffer), but no
671
    * harm.
672
    */
673
   update_color_draw_buffers(ctx, fb);
674
   update_color_read_buffer(ctx, fb);
675
 
676
   compute_depth_max(fb);
677
}
678
 
679
 
680
/**
681
 * Update state related to the draw/read framebuffers.
682
 */
683
void
684
_mesa_update_framebuffer(struct gl_context *ctx,
685
                         struct gl_framebuffer *readFb,
686
                         struct gl_framebuffer *drawFb)
687
{
688
   assert(ctx);
689
 
690
   update_framebuffer(ctx, drawFb);
691
   if (readFb != drawFb)
692
      update_framebuffer(ctx, readFb);
693
 
694
   _mesa_update_clamp_vertex_color(ctx, drawFb);
695
   _mesa_update_clamp_fragment_color(ctx, drawFb);
696
}
697
 
698
 
699
/**
700
 * Check if the renderbuffer for a read/draw operation exists.
701
 * \param format  a basic image format such as GL_RGB, GL_RGBA, GL_ALPHA,
702
 *                GL_DEPTH_COMPONENT, etc. or GL_COLOR, GL_DEPTH, GL_STENCIL.
703
 * \param reading  if TRUE, we're going to read from the buffer,
704
                   if FALSE, we're going to write to the buffer.
705
 * \return GL_TRUE if buffer exists, GL_FALSE otherwise
706
 */
707
static GLboolean
708
renderbuffer_exists(struct gl_context *ctx,
709
                    struct gl_framebuffer *fb,
710
                    GLenum format,
711
                    GLboolean reading)
712
{
713
   const struct gl_renderbuffer_attachment *att = fb->Attachment;
714
 
715
   /* If we don't know the framebuffer status, update it now */
716
   if (fb->_Status == 0) {
717
      _mesa_test_framebuffer_completeness(ctx, fb);
718
   }
719
 
720
   if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
721
      return GL_FALSE;
722
   }
723
 
724
   switch (format) {
725
   case GL_COLOR:
726
   case GL_RED:
727
   case GL_GREEN:
728
   case GL_BLUE:
729
   case GL_ALPHA:
730
   case GL_LUMINANCE:
731
   case GL_LUMINANCE_ALPHA:
732
   case GL_INTENSITY:
733
   case GL_RG:
734
   case GL_RGB:
735
   case GL_BGR:
736
   case GL_RGBA:
737
   case GL_BGRA:
738
   case GL_ABGR_EXT:
739
   case GL_RED_INTEGER_EXT:
740
   case GL_RG_INTEGER:
741
   case GL_GREEN_INTEGER_EXT:
742
   case GL_BLUE_INTEGER_EXT:
743
   case GL_ALPHA_INTEGER_EXT:
744
   case GL_RGB_INTEGER_EXT:
745
   case GL_RGBA_INTEGER_EXT:
746
   case GL_BGR_INTEGER_EXT:
747
   case GL_BGRA_INTEGER_EXT:
748
   case GL_LUMINANCE_INTEGER_EXT:
749
   case GL_LUMINANCE_ALPHA_INTEGER_EXT:
750
      if (reading) {
751
         /* about to read from a color buffer */
752
         const struct gl_renderbuffer *readBuf = fb->_ColorReadBuffer;
753
         if (!readBuf) {
754
            return GL_FALSE;
755
         }
756
         assert(_mesa_get_format_bits(readBuf->Format, GL_RED_BITS) > 0 ||
757
                _mesa_get_format_bits(readBuf->Format, GL_ALPHA_BITS) > 0 ||
758
                _mesa_get_format_bits(readBuf->Format, GL_TEXTURE_LUMINANCE_SIZE) > 0 ||
759
                _mesa_get_format_bits(readBuf->Format, GL_TEXTURE_INTENSITY_SIZE) > 0 ||
760
                _mesa_get_format_bits(readBuf->Format, GL_INDEX_BITS) > 0);
761
      }
762
      else {
763
         /* about to draw to zero or more color buffers (none is OK) */
764
         return GL_TRUE;
765
      }
766
      break;
767
   case GL_DEPTH:
768
   case GL_DEPTH_COMPONENT:
769
      if (att[BUFFER_DEPTH].Type == GL_NONE) {
770
         return GL_FALSE;
771
      }
772
      break;
773
   case GL_STENCIL:
774
   case GL_STENCIL_INDEX:
775
      if (att[BUFFER_STENCIL].Type == GL_NONE) {
776
         return GL_FALSE;
777
      }
778
      break;
779
   case GL_DEPTH_STENCIL_EXT:
780
      if (att[BUFFER_DEPTH].Type == GL_NONE ||
781
          att[BUFFER_STENCIL].Type == GL_NONE) {
782
         return GL_FALSE;
783
      }
784
      break;
785
   default:
786
      _mesa_problem(ctx,
787
                    "Unexpected format 0x%x in renderbuffer_exists",
788
                    format);
789
      return GL_FALSE;
790
   }
791
 
792
   /* OK */
793
   return GL_TRUE;
794
}
795
 
796
 
797
/**
798
 * Check if the renderbuffer for a read operation (glReadPixels, glCopyPixels,
799
 * glCopyTex[Sub]Image, etc) exists.
800
 * \param format  a basic image format such as GL_RGB, GL_RGBA, GL_ALPHA,
801
 *                GL_DEPTH_COMPONENT, etc. or GL_COLOR, GL_DEPTH, GL_STENCIL.
802
 * \return GL_TRUE if buffer exists, GL_FALSE otherwise
803
 */
804
GLboolean
805
_mesa_source_buffer_exists(struct gl_context *ctx, GLenum format)
806
{
807
   return renderbuffer_exists(ctx, ctx->ReadBuffer, format, GL_TRUE);
808
}
809
 
810
 
811
/**
812
 * As above, but for drawing operations.
813
 */
814
GLboolean
815
_mesa_dest_buffer_exists(struct gl_context *ctx, GLenum format)
816
{
817
   return renderbuffer_exists(ctx, ctx->DrawBuffer, format, GL_FALSE);
818
}
819
 
820
 
821
/**
822
 * Used to answer the GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES query.
823
 */
824
GLenum
825
_mesa_get_color_read_format(struct gl_context *ctx)
826
{
827
   if (!ctx->ReadBuffer || !ctx->ReadBuffer->_ColorReadBuffer) {
828
      /* The spec is unclear how to handle this case, but NVIDIA's
829
       * driver generates GL_INVALID_OPERATION.
830
       */
831
      _mesa_error(ctx, GL_INVALID_OPERATION,
832
                  "glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT: "
833
                  "no GL_READ_BUFFER)");
834
      return GL_NONE;
835
   }
836
   else {
837
      const GLenum format = ctx->ReadBuffer->_ColorReadBuffer->Format;
838
      const GLenum data_type = _mesa_get_format_datatype(format);
839
 
840
      if (format == MESA_FORMAT_B8G8R8A8_UNORM)
841
         return GL_BGRA;
842
      else if (format == MESA_FORMAT_B5G6R5_UNORM)
843
         return GL_BGR;
844
 
845
      switch (data_type) {
846
      case GL_UNSIGNED_INT:
847
      case GL_INT:
848
         return GL_RGBA_INTEGER;
849
      default:
850
         return GL_RGBA;
851
      }
852
   }
853
}
854
 
855
 
856
/**
857
 * Used to answer the GL_IMPLEMENTATION_COLOR_READ_TYPE_OES query.
858
 */
859
GLenum
860
_mesa_get_color_read_type(struct gl_context *ctx)
861
{
862
   if (!ctx->ReadBuffer || !ctx->ReadBuffer->_ColorReadBuffer) {
863
      /* The spec is unclear how to handle this case, but NVIDIA's
864
       * driver generates GL_INVALID_OPERATION.
865
       */
866
      _mesa_error(ctx, GL_INVALID_OPERATION,
867
                  "glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE: "
868
                  "no GL_READ_BUFFER)");
869
      return GL_NONE;
870
   }
871
   else {
872
      const GLenum format = ctx->ReadBuffer->_ColorReadBuffer->Format;
873
      const GLenum data_type = _mesa_get_format_datatype(format);
874
 
875
      if (format == MESA_FORMAT_B5G6R5_UNORM)
876
         return GL_UNSIGNED_SHORT_5_6_5_REV;
877
 
878
      switch (data_type) {
879
      case GL_SIGNED_NORMALIZED:
880
         return GL_BYTE;
881
      case GL_UNSIGNED_INT:
882
      case GL_INT:
883
      case GL_FLOAT:
884
         return data_type;
885
      case GL_UNSIGNED_NORMALIZED:
886
      default:
887
         return GL_UNSIGNED_BYTE;
888
      }
889
   }
890
}
891
 
892
 
893
/**
894
 * Returns the read renderbuffer for the specified format.
895
 */
896
struct gl_renderbuffer *
897
_mesa_get_read_renderbuffer_for_format(const struct gl_context *ctx,
898
                                       GLenum format)
899
{
900
   const struct gl_framebuffer *rfb = ctx->ReadBuffer;
901
 
902
   if (_mesa_is_color_format(format)) {
903
      return rfb->Attachment[rfb->_ColorReadBufferIndex].Renderbuffer;
904
   } else if (_mesa_is_depth_format(format) ||
905
              _mesa_is_depthstencil_format(format)) {
906
      return rfb->Attachment[BUFFER_DEPTH].Renderbuffer;
907
   } else {
908
      return rfb->Attachment[BUFFER_STENCIL].Renderbuffer;
909
   }
910
}
911
 
912
 
913
/**
914
 * Print framebuffer info to stderr, for debugging.
915
 */
916
void
917
_mesa_print_framebuffer(const struct gl_framebuffer *fb)
918
{
919
   GLuint i;
920
 
921
   fprintf(stderr, "Mesa Framebuffer %u at %p\n", fb->Name, (void *) fb);
922
   fprintf(stderr, "  Size: %u x %u  Status: %s\n", fb->Width, fb->Height,
923
           _mesa_lookup_enum_by_nr(fb->_Status));
924
   fprintf(stderr, "  Attachments:\n");
925
 
926
   for (i = 0; i < BUFFER_COUNT; i++) {
927
      const struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
928
      if (att->Type == GL_TEXTURE) {
929
         const struct gl_texture_image *texImage = att->Renderbuffer->TexImage;
930
         fprintf(stderr,
931
                 "  %2d: Texture %u, level %u, face %u, slice %u, complete %d\n",
932
                 i, att->Texture->Name, att->TextureLevel, att->CubeMapFace,
933
                 att->Zoffset, att->Complete);
934
         fprintf(stderr, "       Size: %u x %u x %u  Format %s\n",
935
                 texImage->Width, texImage->Height, texImage->Depth,
936
                 _mesa_get_format_name(texImage->TexFormat));
937
      }
938
      else if (att->Type == GL_RENDERBUFFER) {
939
         fprintf(stderr, "  %2d: Renderbuffer %u, complete %d\n",
940
                 i, att->Renderbuffer->Name, att->Complete);
941
         fprintf(stderr, "       Size: %u x %u  Format %s\n",
942
                 att->Renderbuffer->Width, att->Renderbuffer->Height,
943
                 _mesa_get_format_name(att->Renderbuffer->Format));
944
      }
945
      else {
946
         fprintf(stderr, "  %2d: none\n", i);
947
      }
948
   }
949
}