framebuffer.c revision 6e1228976b6ff91492b2fc338282e21404870d26
1/* 2 * Mesa 3-D graphics library 3 * Version: 7.2 4 * 5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. 6 * 7 * Permission is hereby granted, free of charge, to any person obtaining a 8 * copy of this software and associated documentation files (the "Software"), 9 * to deal in the Software without restriction, including without limitation 10 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 11 * and/or sell copies of the Software, and to permit persons to whom the 12 * Software is furnished to do so, subject to the following conditions: 13 * 14 * The above copyright notice and this permission notice shall be included 15 * in all copies or substantial portions of the Software. 16 * 17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN 21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 22 * CONNECTION WITH THE SOFTWARE OR THE USE OR 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 33#include "glheader.h" 34#include "imports.h" 35#include "buffers.h" 36#include "context.h" 37#include "enums.h" 38#include "formats.h" 39#include "macros.h" 40#include "mtypes.h" 41#include "fbobject.h" 42#include "framebuffer.h" 43#include "renderbuffer.h" 44#include "texobj.h" 45 46 47 48/** 49 * Compute/set the _DepthMax field for the given framebuffer. 50 * This value depends on the Z buffer resolution. 51 */ 52static void 53compute_depth_max(struct gl_framebuffer *fb) 54{ 55 if (fb->Visual.depthBits == 0) { 56 /* Special case. Even if we don't have a depth buffer we need 57 * good values for DepthMax for Z vertex transformation purposes 58 * and for per-fragment fog computation. 59 */ 60 fb->_DepthMax = (1 << 16) - 1; 61 } 62 else if (fb->Visual.depthBits < 32) { 63 fb->_DepthMax = (1 << fb->Visual.depthBits) - 1; 64 } 65 else { 66 /* Special case since shift values greater than or equal to the 67 * number of bits in the left hand expression's type are undefined. 68 */ 69 fb->_DepthMax = 0xffffffff; 70 } 71 fb->_DepthMaxF = (GLfloat) fb->_DepthMax; 72 73 /* Minimum resolvable depth value, for polygon offset */ 74 fb->_MRD = (GLfloat)1.0 / fb->_DepthMaxF; 75} 76 77/** 78 * Create and initialize a gl_framebuffer object. 79 * This is intended for creating _window_system_ framebuffers, not generic 80 * framebuffer objects ala GL_EXT_framebuffer_object. 81 * 82 * \sa _mesa_new_framebuffer 83 */ 84struct gl_framebuffer * 85_mesa_create_framebuffer(const struct gl_config *visual) 86{ 87 struct gl_framebuffer *fb = CALLOC_STRUCT(gl_framebuffer); 88 assert(visual); 89 if (fb) { 90 _mesa_initialize_window_framebuffer(fb, visual); 91 } 92 return fb; 93} 94 95 96/** 97 * Allocate a new gl_framebuffer object. 98 * This is the default function for ctx->Driver.NewFramebuffer(). 99 * This is for allocating user-created framebuffers, not window-system 100 * framebuffers! 101 * \sa _mesa_create_framebuffer 102 */ 103struct gl_framebuffer * 104_mesa_new_framebuffer(struct gl_context *ctx, GLuint name) 105{ 106 struct gl_framebuffer *fb; 107 (void) ctx; 108 assert(name != 0); 109 fb = CALLOC_STRUCT(gl_framebuffer); 110 if (fb) { 111 _mesa_initialize_user_framebuffer(fb, name); 112 } 113 return fb; 114} 115 116 117/** 118 * Initialize a gl_framebuffer object. Typically used to initialize 119 * window system-created framebuffers, not user-created framebuffers. 120 * \sa _mesa_initialize_user_framebuffer 121 */ 122void 123_mesa_initialize_window_framebuffer(struct gl_framebuffer *fb, 124 const struct gl_config *visual) 125{ 126 assert(fb); 127 assert(visual); 128 129 memset(fb, 0, sizeof(struct gl_framebuffer)); 130 131 _glthread_INIT_MUTEX(fb->Mutex); 132 133 fb->RefCount = 1; 134 135 /* save the visual */ 136 fb->Visual = *visual; 137 138 /* Init read/draw renderbuffer state */ 139 if (visual->doubleBufferMode) { 140 fb->_NumColorDrawBuffers = 1; 141 fb->ColorDrawBuffer[0] = GL_BACK; 142 fb->_ColorDrawBufferIndexes[0] = BUFFER_BACK_LEFT; 143 fb->ColorReadBuffer = GL_BACK; 144 fb->_ColorReadBufferIndex = BUFFER_BACK_LEFT; 145 } 146 else { 147 fb->_NumColorDrawBuffers = 1; 148 fb->ColorDrawBuffer[0] = GL_FRONT; 149 fb->_ColorDrawBufferIndexes[0] = BUFFER_FRONT_LEFT; 150 fb->ColorReadBuffer = GL_FRONT; 151 fb->_ColorReadBufferIndex = BUFFER_FRONT_LEFT; 152 } 153 154 fb->Delete = _mesa_destroy_framebuffer; 155 fb->_Status = GL_FRAMEBUFFER_COMPLETE_EXT; 156 157 compute_depth_max(fb); 158} 159 160 161/** 162 * Initialize a user-created gl_framebuffer object. 163 * \sa _mesa_initialize_window_framebuffer 164 */ 165void 166_mesa_initialize_user_framebuffer(struct gl_framebuffer *fb, GLuint name) 167{ 168 assert(fb); 169 assert(name); 170 171 memset(fb, 0, sizeof(struct gl_framebuffer)); 172 173 fb->Name = name; 174 fb->RefCount = 1; 175 fb->_NumColorDrawBuffers = 1; 176 fb->ColorDrawBuffer[0] = GL_COLOR_ATTACHMENT0_EXT; 177 fb->_ColorDrawBufferIndexes[0] = BUFFER_COLOR0; 178 fb->ColorReadBuffer = GL_COLOR_ATTACHMENT0_EXT; 179 fb->_ColorReadBufferIndex = BUFFER_COLOR0; 180 fb->Delete = _mesa_destroy_framebuffer; 181 _glthread_INIT_MUTEX(fb->Mutex); 182} 183 184 185/** 186 * Deallocate buffer and everything attached to it. 187 * Typically called via the gl_framebuffer->Delete() method. 188 */ 189void 190_mesa_destroy_framebuffer(struct gl_framebuffer *fb) 191{ 192 if (fb) { 193 _mesa_free_framebuffer_data(fb); 194 free(fb); 195 } 196} 197 198 199/** 200 * Free all the data hanging off the given gl_framebuffer, but don't free 201 * the gl_framebuffer object itself. 202 */ 203void 204_mesa_free_framebuffer_data(struct gl_framebuffer *fb) 205{ 206 GLuint i; 207 208 assert(fb); 209 assert(fb->RefCount == 0); 210 211 _glthread_DESTROY_MUTEX(fb->Mutex); 212 213 for (i = 0; i < BUFFER_COUNT; i++) { 214 struct gl_renderbuffer_attachment *att = &fb->Attachment[i]; 215 if (att->Renderbuffer) { 216 _mesa_reference_renderbuffer(&att->Renderbuffer, NULL); 217 } 218 if (att->Texture) { 219 _mesa_reference_texobj(&att->Texture, NULL); 220 } 221 ASSERT(!att->Renderbuffer); 222 ASSERT(!att->Texture); 223 att->Type = GL_NONE; 224 } 225 226 /* unbind _Depth/_StencilBuffer to decr ref counts */ 227 _mesa_reference_renderbuffer(&fb->_DepthBuffer, NULL); 228 _mesa_reference_renderbuffer(&fb->_StencilBuffer, NULL); 229} 230 231 232/** 233 * Set *ptr to point to fb, with refcounting and locking. 234 * This is normally only called from the _mesa_reference_framebuffer() macro 235 * when there's a real pointer change. 236 */ 237void 238_mesa_reference_framebuffer_(struct gl_framebuffer **ptr, 239 struct gl_framebuffer *fb) 240{ 241 if (*ptr) { 242 /* unreference old renderbuffer */ 243 GLboolean deleteFlag = GL_FALSE; 244 struct gl_framebuffer *oldFb = *ptr; 245 246 _glthread_LOCK_MUTEX(oldFb->Mutex); 247 ASSERT(oldFb->RefCount > 0); 248 oldFb->RefCount--; 249 deleteFlag = (oldFb->RefCount == 0); 250 _glthread_UNLOCK_MUTEX(oldFb->Mutex); 251 252 if (deleteFlag) 253 oldFb->Delete(oldFb); 254 255 *ptr = NULL; 256 } 257 assert(!*ptr); 258 259 if (fb) { 260 _glthread_LOCK_MUTEX(fb->Mutex); 261 fb->RefCount++; 262 _glthread_UNLOCK_MUTEX(fb->Mutex); 263 *ptr = fb; 264 } 265} 266 267 268/** 269 * Resize the given framebuffer's renderbuffers to the new width and height. 270 * This should only be used for window-system framebuffers, not 271 * user-created renderbuffers (i.e. made with GL_EXT_framebuffer_object). 272 * This will typically be called via ctx->Driver.ResizeBuffers() or directly 273 * from a device driver. 274 * 275 * \note it's possible for ctx to be null since a window can be resized 276 * without a currently bound rendering context. 277 */ 278void 279_mesa_resize_framebuffer(struct gl_context *ctx, struct gl_framebuffer *fb, 280 GLuint width, GLuint height) 281{ 282 GLuint i; 283 284 /* XXX I think we could check if the size is not changing 285 * and return early. 286 */ 287 288 /* For window system framebuffers, Name is zero */ 289 assert(fb->Name == 0); 290 291 for (i = 0; i < BUFFER_COUNT; i++) { 292 struct gl_renderbuffer_attachment *att = &fb->Attachment[i]; 293 if (att->Type == GL_RENDERBUFFER_EXT && att->Renderbuffer) { 294 struct gl_renderbuffer *rb = att->Renderbuffer; 295 /* only resize if size is changing */ 296 if (rb->Width != width || rb->Height != height) { 297 if (rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height)) { 298 ASSERT(rb->Width == width); 299 ASSERT(rb->Height == height); 300 } 301 else { 302 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Resizing framebuffer"); 303 /* no return */ 304 } 305 } 306 } 307 } 308 309 if (fb->_DepthBuffer) { 310 struct gl_renderbuffer *rb = fb->_DepthBuffer; 311 if (rb->Width != width || rb->Height != height) { 312 if (!rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height)) { 313 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Resizing framebuffer"); 314 } 315 } 316 } 317 318 if (fb->_StencilBuffer) { 319 struct gl_renderbuffer *rb = fb->_StencilBuffer; 320 if (rb->Width != width || rb->Height != height) { 321 if (!rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height)) { 322 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Resizing framebuffer"); 323 } 324 } 325 } 326 327 fb->Width = width; 328 fb->Height = height; 329 330 if (ctx) { 331 /* update scissor / window bounds */ 332 _mesa_update_draw_buffer_bounds(ctx); 333 /* Signal new buffer state so that swrast will update its clipping 334 * info (the CLIP_BIT flag). 335 */ 336 ctx->NewState |= _NEW_BUFFERS; 337 } 338} 339 340 341 342/** 343 * XXX THIS IS OBSOLETE - drivers should take care of detecting window 344 * size changes and act accordingly, likely calling _mesa_resize_framebuffer(). 345 * 346 * GL_MESA_resize_buffers extension. 347 * 348 * When this function is called, we'll ask the window system how large 349 * the current window is. If it's a new size, we'll call the driver's 350 * ResizeBuffers function. The driver will then resize its color buffers 351 * as needed, and maybe call the swrast's routine for reallocating 352 * swrast-managed depth/stencil/accum/etc buffers. 353 * \note This function should only be called through the GL API, not 354 * from device drivers (as was done in the past). 355 */ 356void 357_mesa_resizebuffers( struct gl_context *ctx ) 358{ 359 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx ); 360 361 if (MESA_VERBOSE & VERBOSE_API) 362 _mesa_debug(ctx, "glResizeBuffersMESA\n"); 363 364 if (!ctx->Driver.GetBufferSize) { 365 return; 366 } 367 368 if (ctx->WinSysDrawBuffer) { 369 GLuint newWidth, newHeight; 370 struct gl_framebuffer *buffer = ctx->WinSysDrawBuffer; 371 372 assert(buffer->Name == 0); 373 374 /* ask device driver for size of output buffer */ 375 ctx->Driver.GetBufferSize( buffer, &newWidth, &newHeight ); 376 377 /* see if size of device driver's color buffer (window) has changed */ 378 if (buffer->Width != newWidth || buffer->Height != newHeight) { 379 if (ctx->Driver.ResizeBuffers) 380 ctx->Driver.ResizeBuffers(ctx, buffer, newWidth, newHeight ); 381 } 382 } 383 384 if (ctx->WinSysReadBuffer 385 && ctx->WinSysReadBuffer != ctx->WinSysDrawBuffer) { 386 GLuint newWidth, newHeight; 387 struct gl_framebuffer *buffer = ctx->WinSysReadBuffer; 388 389 assert(buffer->Name == 0); 390 391 /* ask device driver for size of read buffer */ 392 ctx->Driver.GetBufferSize( buffer, &newWidth, &newHeight ); 393 394 /* see if size of device driver's color buffer (window) has changed */ 395 if (buffer->Width != newWidth || buffer->Height != newHeight) { 396 if (ctx->Driver.ResizeBuffers) 397 ctx->Driver.ResizeBuffers(ctx, buffer, newWidth, newHeight ); 398 } 399 } 400 401 ctx->NewState |= _NEW_BUFFERS; /* to update scissor / window bounds */ 402} 403 404 405/* 406 * XXX THIS IS OBSOLETE 407 */ 408void GLAPIENTRY 409_mesa_ResizeBuffersMESA( void ) 410{ 411 GET_CURRENT_CONTEXT(ctx); 412 413 if (ctx->Extensions.MESA_resize_buffers) 414 _mesa_resizebuffers( ctx ); 415} 416 417 418 419/** 420 * Examine all the framebuffer's renderbuffers to update the Width/Height 421 * fields of the framebuffer. If we have renderbuffers with different 422 * sizes, set the framebuffer's width and height to the min size. 423 * Note: this is only intended for user-created framebuffers, not 424 * window-system framebuffes. 425 */ 426static void 427update_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb) 428{ 429 GLuint minWidth = ~0, minHeight = ~0; 430 GLuint i; 431 432 /* user-created framebuffers only */ 433 assert(fb->Name); 434 435 for (i = 0; i < BUFFER_COUNT; i++) { 436 struct gl_renderbuffer_attachment *att = &fb->Attachment[i]; 437 const struct gl_renderbuffer *rb = att->Renderbuffer; 438 if (rb) { 439 minWidth = MIN2(minWidth, rb->Width); 440 minHeight = MIN2(minHeight, rb->Height); 441 } 442 } 443 444 if (minWidth != ~0) { 445 fb->Width = minWidth; 446 fb->Height = minHeight; 447 } 448 else { 449 fb->Width = 0; 450 fb->Height = 0; 451 } 452} 453 454 455/** 456 * Update the context's current drawing buffer's Xmin, Xmax, Ymin, Ymax fields. 457 * These values are computed from the buffer's width and height and 458 * the scissor box, if it's enabled. 459 * \param ctx the GL context. 460 */ 461void 462_mesa_update_draw_buffer_bounds(struct gl_context *ctx) 463{ 464 struct gl_framebuffer *buffer = ctx->DrawBuffer; 465 466 if (!buffer) 467 return; 468 469 if (buffer->Name) { 470 /* user-created framebuffer size depends on the renderbuffers */ 471 update_framebuffer_size(ctx, buffer); 472 } 473 474 buffer->_Xmin = 0; 475 buffer->_Ymin = 0; 476 buffer->_Xmax = buffer->Width; 477 buffer->_Ymax = buffer->Height; 478 479 if (ctx->Scissor.Enabled) { 480 if (ctx->Scissor.X > buffer->_Xmin) { 481 buffer->_Xmin = ctx->Scissor.X; 482 } 483 if (ctx->Scissor.Y > buffer->_Ymin) { 484 buffer->_Ymin = ctx->Scissor.Y; 485 } 486 if (ctx->Scissor.X + ctx->Scissor.Width < buffer->_Xmax) { 487 buffer->_Xmax = ctx->Scissor.X + ctx->Scissor.Width; 488 } 489 if (ctx->Scissor.Y + ctx->Scissor.Height < buffer->_Ymax) { 490 buffer->_Ymax = ctx->Scissor.Y + ctx->Scissor.Height; 491 } 492 /* finally, check for empty region */ 493 if (buffer->_Xmin > buffer->_Xmax) { 494 buffer->_Xmin = buffer->_Xmax; 495 } 496 if (buffer->_Ymin > buffer->_Ymax) { 497 buffer->_Ymin = buffer->_Ymax; 498 } 499 } 500 501 ASSERT(buffer->_Xmin <= buffer->_Xmax); 502 ASSERT(buffer->_Ymin <= buffer->_Ymax); 503} 504 505 506/** 507 * The glGet queries of the framebuffer red/green/blue size, stencil size, 508 * etc. are satisfied by the fields of ctx->DrawBuffer->Visual. These can 509 * change depending on the renderbuffer bindings. This function updates 510 * the given framebuffer's Visual from the current renderbuffer bindings. 511 * 512 * This may apply to user-created framebuffers or window system framebuffers. 513 * 514 * Also note: ctx->DrawBuffer->Visual.depthBits might not equal 515 * ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer.DepthBits. 516 * The former one is used to convert floating point depth values into 517 * integer Z values. 518 */ 519void 520_mesa_update_framebuffer_visual(struct gl_context *ctx, 521 struct gl_framebuffer *fb) 522{ 523 GLuint i; 524 525 memset(&fb->Visual, 0, sizeof(fb->Visual)); 526 fb->Visual.rgbMode = GL_TRUE; /* assume this */ 527 528#if 0 /* this _might_ be needed */ 529 if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) { 530 /* leave visual fields zero'd */ 531 return; 532 } 533#endif 534 535 /* find first RGB renderbuffer */ 536 for (i = 0; i < BUFFER_COUNT; i++) { 537 if (fb->Attachment[i].Renderbuffer) { 538 const struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer; 539 const GLenum baseFormat = _mesa_get_format_base_format(rb->Format); 540 const gl_format fmt = rb->Format; 541 542 if (_mesa_is_legal_color_format(ctx, baseFormat)) { 543 fb->Visual.redBits = _mesa_get_format_bits(fmt, GL_RED_BITS); 544 fb->Visual.greenBits = _mesa_get_format_bits(fmt, GL_GREEN_BITS); 545 fb->Visual.blueBits = _mesa_get_format_bits(fmt, GL_BLUE_BITS); 546 fb->Visual.alphaBits = _mesa_get_format_bits(fmt, GL_ALPHA_BITS); 547 fb->Visual.rgbBits = fb->Visual.redBits 548 + fb->Visual.greenBits + fb->Visual.blueBits; 549 fb->Visual.samples = rb->NumSamples; 550 fb->Visual.sampleBuffers = rb->NumSamples > 0 ? 1 : 0; 551 if (_mesa_get_format_color_encoding(fmt) == GL_SRGB) 552 fb->Visual.sRGBCapable = ctx->Const.sRGBCapable; 553 break; 554 } 555 } 556 } 557 558 fb->Visual.floatMode = GL_FALSE; 559 for (i = 0; i < BUFFER_COUNT; i++) { 560 if (fb->Attachment[i].Renderbuffer) { 561 const struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer; 562 const gl_format fmt = rb->Format; 563 564 if (_mesa_get_format_datatype(fmt) == GL_FLOAT) { 565 fb->Visual.floatMode = GL_TRUE; 566 break; 567 } 568 } 569 } 570 571 if (fb->Attachment[BUFFER_DEPTH].Renderbuffer) { 572 const struct gl_renderbuffer *rb = 573 fb->Attachment[BUFFER_DEPTH].Renderbuffer; 574 const gl_format fmt = rb->Format; 575 fb->Visual.haveDepthBuffer = GL_TRUE; 576 fb->Visual.depthBits = _mesa_get_format_bits(fmt, GL_DEPTH_BITS); 577 } 578 579 if (fb->Attachment[BUFFER_STENCIL].Renderbuffer) { 580 const struct gl_renderbuffer *rb = 581 fb->Attachment[BUFFER_STENCIL].Renderbuffer; 582 const gl_format fmt = rb->Format; 583 fb->Visual.haveStencilBuffer = GL_TRUE; 584 fb->Visual.stencilBits = _mesa_get_format_bits(fmt, GL_STENCIL_BITS); 585 } 586 587 if (fb->Attachment[BUFFER_ACCUM].Renderbuffer) { 588 const struct gl_renderbuffer *rb = 589 fb->Attachment[BUFFER_ACCUM].Renderbuffer; 590 const gl_format fmt = rb->Format; 591 fb->Visual.haveAccumBuffer = GL_TRUE; 592 fb->Visual.accumRedBits = _mesa_get_format_bits(fmt, GL_RED_BITS); 593 fb->Visual.accumGreenBits = _mesa_get_format_bits(fmt, GL_GREEN_BITS); 594 fb->Visual.accumBlueBits = _mesa_get_format_bits(fmt, GL_BLUE_BITS); 595 fb->Visual.accumAlphaBits = _mesa_get_format_bits(fmt, GL_ALPHA_BITS); 596 } 597 598 compute_depth_max(fb); 599} 600 601 602/* 603 * Example DrawBuffers scenarios: 604 * 605 * 1. glDrawBuffer(GL_FRONT_AND_BACK), fixed-func or shader writes to 606 * "gl_FragColor" or program writes to the "result.color" register: 607 * 608 * fragment color output renderbuffer 609 * --------------------- --------------- 610 * color[0] Front, Back 611 * 612 * 613 * 2. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]), shader writes to 614 * gl_FragData[i] or program writes to result.color[i] registers: 615 * 616 * fragment color output renderbuffer 617 * --------------------- --------------- 618 * color[0] Front 619 * color[1] Aux0 620 * color[3] Aux1 621 * 622 * 623 * 3. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]) and shader writes to 624 * gl_FragColor, or fixed function: 625 * 626 * fragment color output renderbuffer 627 * --------------------- --------------- 628 * color[0] Front, Aux0, Aux1 629 * 630 * 631 * In either case, the list of renderbuffers is stored in the 632 * framebuffer->_ColorDrawBuffers[] array and 633 * framebuffer->_NumColorDrawBuffers indicates the number of buffers. 634 * The renderer (like swrast) has to look at the current fragment shader 635 * to see if it writes to gl_FragColor vs. gl_FragData[i] to determine 636 * how to map color outputs to renderbuffers. 637 * 638 * Note that these two calls are equivalent (for fixed function fragment 639 * shading anyway): 640 * a) glDrawBuffer(GL_FRONT_AND_BACK); (assuming non-stereo framebuffer) 641 * b) glDrawBuffers(2, [GL_FRONT_LEFT, GL_BACK_LEFT]); 642 */ 643 644 645 646 647/** 648 * Update the (derived) list of color drawing renderbuffer pointers. 649 * Later, when we're rendering we'll loop from 0 to _NumColorDrawBuffers 650 * writing colors. 651 */ 652static void 653update_color_draw_buffers(struct gl_context *ctx, struct gl_framebuffer *fb) 654{ 655 GLuint output; 656 657 /* set 0th buffer to NULL now in case _NumColorDrawBuffers is zero */ 658 fb->_ColorDrawBuffers[0] = NULL; 659 660 for (output = 0; output < fb->_NumColorDrawBuffers; output++) { 661 GLint buf = fb->_ColorDrawBufferIndexes[output]; 662 if (buf >= 0) { 663 fb->_ColorDrawBuffers[output] = fb->Attachment[buf].Renderbuffer; 664 } 665 else { 666 fb->_ColorDrawBuffers[output] = NULL; 667 } 668 } 669} 670 671 672/** 673 * Update the (derived) color read renderbuffer pointer. 674 * Unlike the DrawBuffer, we can only read from one (or zero) color buffers. 675 */ 676static void 677update_color_read_buffer(struct gl_context *ctx, struct gl_framebuffer *fb) 678{ 679 (void) ctx; 680 if (fb->_ColorReadBufferIndex == -1 || 681 fb->DeletePending || 682 fb->Width == 0 || 683 fb->Height == 0) { 684 fb->_ColorReadBuffer = NULL; /* legal! */ 685 } 686 else { 687 ASSERT(fb->_ColorReadBufferIndex >= 0); 688 ASSERT(fb->_ColorReadBufferIndex < BUFFER_COUNT); 689 fb->_ColorReadBuffer 690 = fb->Attachment[fb->_ColorReadBufferIndex].Renderbuffer; 691 } 692} 693 694 695/** 696 * Update a gl_framebuffer's derived state. 697 * 698 * Specifically, update these framebuffer fields: 699 * _ColorDrawBuffers 700 * _NumColorDrawBuffers 701 * _ColorReadBuffer 702 * _DepthBuffer 703 * _StencilBuffer 704 * 705 * If the framebuffer is user-created, make sure it's complete. 706 * 707 * The following functions (at least) can effect framebuffer state: 708 * glReadBuffer, glDrawBuffer, glDrawBuffersARB, glFramebufferRenderbufferEXT, 709 * glRenderbufferStorageEXT. 710 */ 711static void 712update_framebuffer(struct gl_context *ctx, struct gl_framebuffer *fb) 713{ 714 if (fb->Name == 0) { 715 /* This is a window-system framebuffer */ 716 /* Need to update the FB's GL_DRAW_BUFFER state to match the 717 * context state (GL_READ_BUFFER too). 718 */ 719 if (fb->ColorDrawBuffer[0] != ctx->Color.DrawBuffer[0]) { 720 _mesa_drawbuffers(ctx, ctx->Const.MaxDrawBuffers, 721 ctx->Color.DrawBuffer, NULL); 722 } 723 } 724 else { 725 /* This is a user-created framebuffer. 726 * Completeness only matters for user-created framebuffers. 727 */ 728 if (fb->_Status != GL_FRAMEBUFFER_COMPLETE) { 729 _mesa_test_framebuffer_completeness(ctx, fb); 730 } 731 } 732 733 /* Strictly speaking, we don't need to update the draw-state 734 * if this FB is bound as ctx->ReadBuffer (and conversely, the 735 * read-state if this FB is bound as ctx->DrawBuffer), but no 736 * harm. 737 */ 738 update_color_draw_buffers(ctx, fb); 739 update_color_read_buffer(ctx, fb); 740 741 compute_depth_max(fb); 742} 743 744 745/** 746 * Update state related to the current draw/read framebuffers. 747 */ 748void 749_mesa_update_framebuffer(struct gl_context *ctx) 750{ 751 struct gl_framebuffer *drawFb; 752 struct gl_framebuffer *readFb; 753 754 assert(ctx); 755 drawFb = ctx->DrawBuffer; 756 readFb = ctx->ReadBuffer; 757 758 update_framebuffer(ctx, drawFb); 759 if (readFb != drawFb) 760 update_framebuffer(ctx, readFb); 761} 762 763 764/** 765 * Check if the renderbuffer for a read/draw operation exists. 766 * \param format a basic image format such as GL_RGB, GL_RGBA, GL_ALPHA, 767 * GL_DEPTH_COMPONENT, etc. or GL_COLOR, GL_DEPTH, GL_STENCIL. 768 * \param reading if TRUE, we're going to read from the buffer, 769 if FALSE, we're going to write to the buffer. 770 * \return GL_TRUE if buffer exists, GL_FALSE otherwise 771 */ 772static GLboolean 773renderbuffer_exists(struct gl_context *ctx, 774 struct gl_framebuffer *fb, 775 GLenum format, 776 GLboolean reading) 777{ 778 const struct gl_renderbuffer_attachment *att = fb->Attachment; 779 780 /* If we don't know the framebuffer status, update it now */ 781 if (fb->_Status == 0) { 782 _mesa_test_framebuffer_completeness(ctx, fb); 783 } 784 785 if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) { 786 return GL_FALSE; 787 } 788 789 switch (format) { 790 case GL_COLOR: 791 case GL_RED: 792 case GL_GREEN: 793 case GL_BLUE: 794 case GL_ALPHA: 795 case GL_LUMINANCE: 796 case GL_LUMINANCE_ALPHA: 797 case GL_INTENSITY: 798 case GL_RG: 799 case GL_RGB: 800 case GL_BGR: 801 case GL_RGBA: 802 case GL_BGRA: 803 case GL_ABGR_EXT: 804 case GL_RED_INTEGER_EXT: 805 case GL_RG_INTEGER: 806 case GL_GREEN_INTEGER_EXT: 807 case GL_BLUE_INTEGER_EXT: 808 case GL_ALPHA_INTEGER_EXT: 809 case GL_RGB_INTEGER_EXT: 810 case GL_RGBA_INTEGER_EXT: 811 case GL_BGR_INTEGER_EXT: 812 case GL_BGRA_INTEGER_EXT: 813 case GL_LUMINANCE_INTEGER_EXT: 814 case GL_LUMINANCE_ALPHA_INTEGER_EXT: 815 if (reading) { 816 /* about to read from a color buffer */ 817 const struct gl_renderbuffer *readBuf = fb->_ColorReadBuffer; 818 if (!readBuf) { 819 return GL_FALSE; 820 } 821 ASSERT(_mesa_get_format_bits(readBuf->Format, GL_RED_BITS) > 0 || 822 _mesa_get_format_bits(readBuf->Format, GL_ALPHA_BITS) > 0 || 823 _mesa_get_format_bits(readBuf->Format, GL_TEXTURE_LUMINANCE_SIZE) > 0 || 824 _mesa_get_format_bits(readBuf->Format, GL_TEXTURE_INTENSITY_SIZE) > 0 || 825 _mesa_get_format_bits(readBuf->Format, GL_INDEX_BITS) > 0); 826 } 827 else { 828 /* about to draw to zero or more color buffers (none is OK) */ 829 return GL_TRUE; 830 } 831 break; 832 case GL_DEPTH: 833 case GL_DEPTH_COMPONENT: 834 if (att[BUFFER_DEPTH].Type == GL_NONE) { 835 return GL_FALSE; 836 } 837 break; 838 case GL_STENCIL: 839 case GL_STENCIL_INDEX: 840 if (att[BUFFER_STENCIL].Type == GL_NONE) { 841 return GL_FALSE; 842 } 843 break; 844 case GL_DEPTH_STENCIL_EXT: 845 if (att[BUFFER_DEPTH].Type == GL_NONE || 846 att[BUFFER_STENCIL].Type == GL_NONE) { 847 return GL_FALSE; 848 } 849 break; 850 default: 851 _mesa_problem(ctx, 852 "Unexpected format 0x%x in renderbuffer_exists", 853 format); 854 return GL_FALSE; 855 } 856 857 /* OK */ 858 return GL_TRUE; 859} 860 861 862/** 863 * Check if the renderbuffer for a read operation (glReadPixels, glCopyPixels, 864 * glCopyTex[Sub]Image, etc) exists. 865 * \param format a basic image format such as GL_RGB, GL_RGBA, GL_ALPHA, 866 * GL_DEPTH_COMPONENT, etc. or GL_COLOR, GL_DEPTH, GL_STENCIL. 867 * \return GL_TRUE if buffer exists, GL_FALSE otherwise 868 */ 869GLboolean 870_mesa_source_buffer_exists(struct gl_context *ctx, GLenum format) 871{ 872 return renderbuffer_exists(ctx, ctx->ReadBuffer, format, GL_TRUE); 873} 874 875 876/** 877 * As above, but for drawing operations. 878 * XXX could do some code merging w/ above function. 879 */ 880GLboolean 881_mesa_dest_buffer_exists(struct gl_context *ctx, GLenum format) 882{ 883 return renderbuffer_exists(ctx, ctx->DrawBuffer, format, GL_FALSE); 884} 885 886 887/** 888 * Used to answer the GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES query. 889 */ 890GLenum 891_mesa_get_color_read_format(struct gl_context *ctx) 892{ 893 switch (ctx->ReadBuffer->_ColorReadBuffer->Format) { 894 case MESA_FORMAT_ARGB8888: 895 return GL_BGRA; 896 case MESA_FORMAT_RGB565: 897 return GL_BGR; 898 default: 899 return GL_RGBA; 900 } 901} 902 903 904/** 905 * Used to answer the GL_IMPLEMENTATION_COLOR_READ_TYPE_OES query. 906 */ 907GLenum 908_mesa_get_color_read_type(struct gl_context *ctx) 909{ 910 switch (ctx->ReadBuffer->_ColorReadBuffer->Format) { 911 case MESA_FORMAT_ARGB8888: 912 return GL_UNSIGNED_BYTE; 913 case MESA_FORMAT_RGB565: 914 return GL_UNSIGNED_SHORT_5_6_5_REV; 915 default: 916 return GL_UNSIGNED_BYTE; 917 } 918} 919 920 921/** 922 * Print framebuffer info to stderr, for debugging. 923 */ 924void 925_mesa_print_framebuffer(const struct gl_framebuffer *fb) 926{ 927 GLuint i; 928 929 fprintf(stderr, "Mesa Framebuffer %u at %p\n", fb->Name, (void *) fb); 930 fprintf(stderr, " Size: %u x %u Status: %s\n", fb->Width, fb->Height, 931 _mesa_lookup_enum_by_nr(fb->_Status)); 932 fprintf(stderr, " Attachments:\n"); 933 934 for (i = 0; i < BUFFER_COUNT; i++) { 935 const struct gl_renderbuffer_attachment *att = &fb->Attachment[i]; 936 if (att->Type == GL_TEXTURE) { 937 const struct gl_texture_image *texImage = 938 _mesa_get_attachment_teximage_const(att); 939 fprintf(stderr, 940 " %2d: Texture %u, level %u, face %u, slice %u, complete %d\n", 941 i, att->Texture->Name, att->TextureLevel, att->CubeMapFace, 942 att->Zoffset, att->Complete); 943 fprintf(stderr, " Size: %u x %u x %u Format %s\n", 944 texImage->Width, texImage->Height, texImage->Depth, 945 _mesa_get_format_name(texImage->TexFormat)); 946 } 947 else if (att->Type == GL_RENDERBUFFER) { 948 fprintf(stderr, " %2d: Renderbuffer %u, complete %d\n", 949 i, att->Renderbuffer->Name, att->Complete); 950 fprintf(stderr, " Size: %u x %u Format %s\n", 951 att->Renderbuffer->Width, att->Renderbuffer->Height, 952 _mesa_get_format_name(att->Renderbuffer->Format)); 953 } 954 else { 955 fprintf(stderr, " %2d: none\n", i); 956 } 957 } 958} 959