0,0 → 1,923 |
/* |
* Mesa 3-D graphics library |
* |
* 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 |
* THE AUTHORS OR COPYRIGHT HOLDERS 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 "blend.h" |
#include "buffers.h" |
#include "context.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" |
#include "glformats.h" |
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|
|
/** |
* 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; |
fb->_AllColorBuffersFixedPoint = !visual->floatMode; |
fb->_HasSNormOrFloatColorBuffer = visual->floatMode; |
|
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; |
} |
} |
|
|
/** |
* 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. |
*/ |
|
/* Can only resize win-sys framebuffer objects */ |
assert(_mesa_is_winsys_fbo(fb)); |
|
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 */ |
} |
} |
} |
} |
|
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; |
} |
} |
|
/** |
* 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(_mesa_is_user_fbo(fb)); |
|
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; |
} |
} |
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|
/** |
* 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 (_mesa_is_user_fbo(buffer)) { |
/* 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); |
} |
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/** |
* 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; |
|
/* Grab samples and sampleBuffers from any attachment point (assuming |
* the framebuffer is complete, we'll get the same answer from all |
* attachments). |
*/ |
fb->Visual.samples = rb->NumSamples; |
fb->Visual.sampleBuffers = rb->NumSamples > 0 ? 1 : 0; |
|
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; |
if (_mesa_get_format_color_encoding(fmt) == GL_SRGB) |
fb->Visual.sRGBCapable = ctx->Extensions.EXT_framebuffer_sRGB; |
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; |
} |
} |
} |
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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); |
} |
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/* |
* 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]); |
*/ |
|
|
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/** |
* 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 |
* |
* 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 (_mesa_is_winsys_fbo(fb)) { |
/* 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); |
|
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); |
|
_mesa_update_clamp_vertex_color(ctx); |
_mesa_update_clamp_fragment_color(ctx); |
} |
|
|
/** |
* 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_RG_INTEGER: |
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].Type == GL_NONE) { |
return GL_FALSE; |
} |
break; |
case GL_STENCIL: |
case GL_STENCIL_INDEX: |
if (att[BUFFER_STENCIL].Type == GL_NONE) { |
return GL_FALSE; |
} |
break; |
case GL_DEPTH_STENCIL_EXT: |
if (att[BUFFER_DEPTH].Type == GL_NONE || |
att[BUFFER_STENCIL].Type == GL_NONE) { |
return GL_FALSE; |
} |
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. |
*/ |
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) |
{ |
if (!ctx->ReadBuffer || !ctx->ReadBuffer->_ColorReadBuffer) { |
/* The spec is unclear how to handle this case, but NVIDIA's |
* driver generates GL_INVALID_OPERATION. |
*/ |
_mesa_error(ctx, GL_INVALID_OPERATION, |
"glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT: " |
"no GL_READ_BUFFER)"); |
return GL_NONE; |
} |
else { |
const GLenum format = ctx->ReadBuffer->_ColorReadBuffer->Format; |
const GLenum data_type = _mesa_get_format_datatype(format); |
|
if (format == MESA_FORMAT_ARGB8888) |
return GL_BGRA; |
else if (format == MESA_FORMAT_RGB565) |
return GL_BGR; |
|
switch (data_type) { |
case GL_UNSIGNED_INT: |
case GL_INT: |
return GL_RGBA_INTEGER; |
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) |
{ |
if (!ctx->ReadBuffer || !ctx->ReadBuffer->_ColorReadBuffer) { |
/* The spec is unclear how to handle this case, but NVIDIA's |
* driver generates GL_INVALID_OPERATION. |
*/ |
_mesa_error(ctx, GL_INVALID_OPERATION, |
"glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE: " |
"no GL_READ_BUFFER)"); |
return GL_NONE; |
} |
else { |
const GLenum format = ctx->ReadBuffer->_ColorReadBuffer->Format; |
const GLenum data_type = _mesa_get_format_datatype(format); |
|
if (format == MESA_FORMAT_RGB565) |
return GL_UNSIGNED_SHORT_5_6_5_REV; |
|
switch (data_type) { |
case GL_SIGNED_NORMALIZED: |
return GL_BYTE; |
case GL_UNSIGNED_INT: |
case GL_INT: |
case GL_FLOAT: |
return data_type; |
case GL_UNSIGNED_NORMALIZED: |
default: |
return GL_UNSIGNED_BYTE; |
} |
} |
} |
|
|
/** |
* Returns the read renderbuffer for the specified format. |
*/ |
struct gl_renderbuffer * |
_mesa_get_read_renderbuffer_for_format(const struct gl_context *ctx, |
GLenum format) |
{ |
const struct gl_framebuffer *rfb = ctx->ReadBuffer; |
|
if (_mesa_is_color_format(format)) { |
return rfb->Attachment[rfb->_ColorReadBufferIndex].Renderbuffer; |
} else if (_mesa_is_depth_format(format) || |
_mesa_is_depthstencil_format(format)) { |
return rfb->Attachment[BUFFER_DEPTH].Renderbuffer; |
} else { |
return rfb->Attachment[BUFFER_STENCIL].Renderbuffer; |
} |
} |
|
|
/** |
* 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 = att->Renderbuffer->TexImage; |
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); |
} |
} |
} |