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