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} 226 227 228/** 229 * Set *ptr to point to fb, with refcounting and locking. 230 * This is normally only called from the _mesa_reference_framebuffer() macro 231 * when there's a real pointer change. 232 */ 233void 234_mesa_reference_framebuffer_(struct gl_framebuffer **ptr, 235 struct gl_framebuffer *fb) 236{ 237 if (*ptr) { 238 /* unreference old renderbuffer */ 239 GLboolean deleteFlag = GL_FALSE; 240 struct gl_framebuffer *oldFb = *ptr; 241 242 _glthread_LOCK_MUTEX(oldFb->Mutex); 243 ASSERT(oldFb->RefCount > 0); 244 oldFb->RefCount--; 245 deleteFlag = (oldFb->RefCount == 0); 246 _glthread_UNLOCK_MUTEX(oldFb->Mutex); 247 248 if (deleteFlag) 249 oldFb->Delete(oldFb); 250 251 *ptr = NULL; 252 } 253 assert(!*ptr); 254 255 if (fb) { 256 _glthread_LOCK_MUTEX(fb->Mutex); 257 fb->RefCount++; 258 _glthread_UNLOCK_MUTEX(fb->Mutex); 259 *ptr = fb; 260 } 261} 262 263 264/** 265 * Resize the given framebuffer's renderbuffers to the new width and height. 266 * This should only be used for window-system framebuffers, not 267 * user-created renderbuffers (i.e. made with GL_EXT_framebuffer_object). 268 * This will typically be called via ctx->Driver.ResizeBuffers() or directly 269 * from a device driver. 270 * 271 * \note it's possible for ctx to be null since a window can be resized 272 * without a currently bound rendering context. 273 */ 274void 275_mesa_resize_framebuffer(struct gl_context *ctx, struct gl_framebuffer *fb, 276 GLuint width, GLuint height) 277{ 278 GLuint i; 279 280 /* XXX I think we could check if the size is not changing 281 * and return early. 282 */ 283 284 /* Can only resize win-sys framebuffer objects */ 285 assert(_mesa_is_winsys_fbo(fb)); 286 287 for (i = 0; i < BUFFER_COUNT; i++) { 288 struct gl_renderbuffer_attachment *att = &fb->Attachment[i]; 289 if (att->Type == GL_RENDERBUFFER_EXT && att->Renderbuffer) { 290 struct gl_renderbuffer *rb = att->Renderbuffer; 291 /* only resize if size is changing */ 292 if (rb->Width != width || rb->Height != height) { 293 if (rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height)) { 294 ASSERT(rb->Width == width); 295 ASSERT(rb->Height == height); 296 } 297 else { 298 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Resizing framebuffer"); 299 /* no return */ 300 } 301 } 302 } 303 } 304 305 fb->Width = width; 306 fb->Height = height; 307 308 if (ctx) { 309 /* update scissor / window bounds */ 310 _mesa_update_draw_buffer_bounds(ctx); 311 /* Signal new buffer state so that swrast will update its clipping 312 * info (the CLIP_BIT flag). 313 */ 314 ctx->NewState |= _NEW_BUFFERS; 315 } 316} 317 318 319 320/** 321 * XXX THIS IS OBSOLETE - drivers should take care of detecting window 322 * size changes and act accordingly, likely calling _mesa_resize_framebuffer(). 323 * 324 * GL_MESA_resize_buffers extension. 325 * 326 * When this function is called, we'll ask the window system how large 327 * the current window is. If it's a new size, we'll call the driver's 328 * ResizeBuffers function. The driver will then resize its color buffers 329 * as needed, and maybe call the swrast's routine for reallocating 330 * swrast-managed depth/stencil/accum/etc buffers. 331 * \note This function should only be called through the GL API, not 332 * from device drivers (as was done in the past). 333 */ 334void 335_mesa_resizebuffers( struct gl_context *ctx ) 336{ 337 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx ); 338 339 if (MESA_VERBOSE & VERBOSE_API) 340 _mesa_debug(ctx, "glResizeBuffersMESA\n"); 341 342 if (!ctx->Driver.GetBufferSize) { 343 return; 344 } 345 346 if (ctx->WinSysDrawBuffer) { 347 GLuint newWidth, newHeight; 348 struct gl_framebuffer *buffer = ctx->WinSysDrawBuffer; 349 350 assert(_mesa_is_winsys_fbo(buffer)); 351 352 /* ask device driver for size of output buffer */ 353 ctx->Driver.GetBufferSize( buffer, &newWidth, &newHeight ); 354 355 /* see if size of device driver's color buffer (window) has changed */ 356 if (buffer->Width != newWidth || buffer->Height != newHeight) { 357 if (ctx->Driver.ResizeBuffers) 358 ctx->Driver.ResizeBuffers(ctx, buffer, newWidth, newHeight ); 359 } 360 } 361 362 if (ctx->WinSysReadBuffer 363 && ctx->WinSysReadBuffer != ctx->WinSysDrawBuffer) { 364 GLuint newWidth, newHeight; 365 struct gl_framebuffer *buffer = ctx->WinSysReadBuffer; 366 367 assert(_mesa_is_winsys_fbo(buffer)); 368 369 /* ask device driver for size of read buffer */ 370 ctx->Driver.GetBufferSize( buffer, &newWidth, &newHeight ); 371 372 /* see if size of device driver's color buffer (window) has changed */ 373 if (buffer->Width != newWidth || buffer->Height != newHeight) { 374 if (ctx->Driver.ResizeBuffers) 375 ctx->Driver.ResizeBuffers(ctx, buffer, newWidth, newHeight ); 376 } 377 } 378 379 ctx->NewState |= _NEW_BUFFERS; /* to update scissor / window bounds */ 380} 381 382 383/* 384 * XXX THIS IS OBSOLETE 385 */ 386void GLAPIENTRY 387_mesa_ResizeBuffersMESA( void ) 388{ 389 GET_CURRENT_CONTEXT(ctx); 390 391 if (ctx->Extensions.MESA_resize_buffers) 392 _mesa_resizebuffers( ctx ); 393} 394 395 396 397/** 398 * Examine all the framebuffer's renderbuffers to update the Width/Height 399 * fields of the framebuffer. If we have renderbuffers with different 400 * sizes, set the framebuffer's width and height to the min size. 401 * Note: this is only intended for user-created framebuffers, not 402 * window-system framebuffes. 403 */ 404static void 405update_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb) 406{ 407 GLuint minWidth = ~0, minHeight = ~0; 408 GLuint i; 409 410 /* user-created framebuffers only */ 411 assert(_mesa_is_user_fbo(fb)); 412 413 for (i = 0; i < BUFFER_COUNT; i++) { 414 struct gl_renderbuffer_attachment *att = &fb->Attachment[i]; 415 const struct gl_renderbuffer *rb = att->Renderbuffer; 416 if (rb) { 417 minWidth = MIN2(minWidth, rb->Width); 418 minHeight = MIN2(minHeight, rb->Height); 419 } 420 } 421 422 if (minWidth != ~0) { 423 fb->Width = minWidth; 424 fb->Height = minHeight; 425 } 426 else { 427 fb->Width = 0; 428 fb->Height = 0; 429 } 430} 431 432 433/** 434 * Update the context's current drawing buffer's Xmin, Xmax, Ymin, Ymax fields. 435 * These values are computed from the buffer's width and height and 436 * the scissor box, if it's enabled. 437 * \param ctx the GL context. 438 */ 439void 440_mesa_update_draw_buffer_bounds(struct gl_context *ctx) 441{ 442 struct gl_framebuffer *buffer = ctx->DrawBuffer; 443 444 if (!buffer) 445 return; 446 447 if (_mesa_is_user_fbo(buffer)) { 448 /* user-created framebuffer size depends on the renderbuffers */ 449 update_framebuffer_size(ctx, buffer); 450 } 451 452 buffer->_Xmin = 0; 453 buffer->_Ymin = 0; 454 buffer->_Xmax = buffer->Width; 455 buffer->_Ymax = buffer->Height; 456 457 if (ctx->Scissor.Enabled) { 458 if (ctx->Scissor.X > buffer->_Xmin) { 459 buffer->_Xmin = ctx->Scissor.X; 460 } 461 if (ctx->Scissor.Y > buffer->_Ymin) { 462 buffer->_Ymin = ctx->Scissor.Y; 463 } 464 if (ctx->Scissor.X + ctx->Scissor.Width < buffer->_Xmax) { 465 buffer->_Xmax = ctx->Scissor.X + ctx->Scissor.Width; 466 } 467 if (ctx->Scissor.Y + ctx->Scissor.Height < buffer->_Ymax) { 468 buffer->_Ymax = ctx->Scissor.Y + ctx->Scissor.Height; 469 } 470 /* finally, check for empty region */ 471 if (buffer->_Xmin > buffer->_Xmax) { 472 buffer->_Xmin = buffer->_Xmax; 473 } 474 if (buffer->_Ymin > buffer->_Ymax) { 475 buffer->_Ymin = buffer->_Ymax; 476 } 477 } 478 479 ASSERT(buffer->_Xmin <= buffer->_Xmax); 480 ASSERT(buffer->_Ymin <= buffer->_Ymax); 481} 482 483 484/** 485 * The glGet queries of the framebuffer red/green/blue size, stencil size, 486 * etc. are satisfied by the fields of ctx->DrawBuffer->Visual. These can 487 * change depending on the renderbuffer bindings. This function updates 488 * the given framebuffer's Visual from the current renderbuffer bindings. 489 * 490 * This may apply to user-created framebuffers or window system framebuffers. 491 * 492 * Also note: ctx->DrawBuffer->Visual.depthBits might not equal 493 * ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer.DepthBits. 494 * The former one is used to convert floating point depth values into 495 * integer Z values. 496 */ 497void 498_mesa_update_framebuffer_visual(struct gl_context *ctx, 499 struct gl_framebuffer *fb) 500{ 501 GLuint i; 502 503 memset(&fb->Visual, 0, sizeof(fb->Visual)); 504 fb->Visual.rgbMode = GL_TRUE; /* assume this */ 505 506#if 0 /* this _might_ be needed */ 507 if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) { 508 /* leave visual fields zero'd */ 509 return; 510 } 511#endif 512 513 /* find first RGB renderbuffer */ 514 for (i = 0; i < BUFFER_COUNT; i++) { 515 if (fb->Attachment[i].Renderbuffer) { 516 const struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer; 517 const GLenum baseFormat = _mesa_get_format_base_format(rb->Format); 518 const gl_format fmt = rb->Format; 519 520 /* Grab samples and sampleBuffers from any attachment point (assuming 521 * the framebuffer is complete, we'll get the same answer from all 522 * attachments). 523 */ 524 fb->Visual.samples = rb->NumSamples; 525 fb->Visual.sampleBuffers = rb->NumSamples > 0 ? 1 : 0; 526 527 if (_mesa_is_legal_color_format(ctx, baseFormat)) { 528 fb->Visual.redBits = _mesa_get_format_bits(fmt, GL_RED_BITS); 529 fb->Visual.greenBits = _mesa_get_format_bits(fmt, GL_GREEN_BITS); 530 fb->Visual.blueBits = _mesa_get_format_bits(fmt, GL_BLUE_BITS); 531 fb->Visual.alphaBits = _mesa_get_format_bits(fmt, GL_ALPHA_BITS); 532 fb->Visual.rgbBits = fb->Visual.redBits 533 + fb->Visual.greenBits + fb->Visual.blueBits; 534 if (_mesa_get_format_color_encoding(fmt) == GL_SRGB) 535 fb->Visual.sRGBCapable = ctx->Extensions.EXT_framebuffer_sRGB; 536 break; 537 } 538 } 539 } 540 541 fb->Visual.floatMode = GL_FALSE; 542 for (i = 0; i < BUFFER_COUNT; i++) { 543 if (fb->Attachment[i].Renderbuffer) { 544 const struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer; 545 const gl_format fmt = rb->Format; 546 547 if (_mesa_get_format_datatype(fmt) == GL_FLOAT) { 548 fb->Visual.floatMode = GL_TRUE; 549 break; 550 } 551 } 552 } 553 554 if (fb->Attachment[BUFFER_DEPTH].Renderbuffer) { 555 const struct gl_renderbuffer *rb = 556 fb->Attachment[BUFFER_DEPTH].Renderbuffer; 557 const gl_format fmt = rb->Format; 558 fb->Visual.haveDepthBuffer = GL_TRUE; 559 fb->Visual.depthBits = _mesa_get_format_bits(fmt, GL_DEPTH_BITS); 560 } 561 562 if (fb->Attachment[BUFFER_STENCIL].Renderbuffer) { 563 const struct gl_renderbuffer *rb = 564 fb->Attachment[BUFFER_STENCIL].Renderbuffer; 565 const gl_format fmt = rb->Format; 566 fb->Visual.haveStencilBuffer = GL_TRUE; 567 fb->Visual.stencilBits = _mesa_get_format_bits(fmt, GL_STENCIL_BITS); 568 } 569 570 if (fb->Attachment[BUFFER_ACCUM].Renderbuffer) { 571 const struct gl_renderbuffer *rb = 572 fb->Attachment[BUFFER_ACCUM].Renderbuffer; 573 const gl_format fmt = rb->Format; 574 fb->Visual.haveAccumBuffer = GL_TRUE; 575 fb->Visual.accumRedBits = _mesa_get_format_bits(fmt, GL_RED_BITS); 576 fb->Visual.accumGreenBits = _mesa_get_format_bits(fmt, GL_GREEN_BITS); 577 fb->Visual.accumBlueBits = _mesa_get_format_bits(fmt, GL_BLUE_BITS); 578 fb->Visual.accumAlphaBits = _mesa_get_format_bits(fmt, GL_ALPHA_BITS); 579 } 580 581 compute_depth_max(fb); 582} 583 584 585/* 586 * Example DrawBuffers scenarios: 587 * 588 * 1. glDrawBuffer(GL_FRONT_AND_BACK), fixed-func or shader writes to 589 * "gl_FragColor" or program writes to the "result.color" register: 590 * 591 * fragment color output renderbuffer 592 * --------------------- --------------- 593 * color[0] Front, Back 594 * 595 * 596 * 2. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]), shader writes to 597 * gl_FragData[i] or program writes to result.color[i] registers: 598 * 599 * fragment color output renderbuffer 600 * --------------------- --------------- 601 * color[0] Front 602 * color[1] Aux0 603 * color[3] Aux1 604 * 605 * 606 * 3. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]) and shader writes to 607 * gl_FragColor, or fixed function: 608 * 609 * fragment color output renderbuffer 610 * --------------------- --------------- 611 * color[0] Front, Aux0, Aux1 612 * 613 * 614 * In either case, the list of renderbuffers is stored in the 615 * framebuffer->_ColorDrawBuffers[] array and 616 * framebuffer->_NumColorDrawBuffers indicates the number of buffers. 617 * The renderer (like swrast) has to look at the current fragment shader 618 * to see if it writes to gl_FragColor vs. gl_FragData[i] to determine 619 * how to map color outputs to renderbuffers. 620 * 621 * Note that these two calls are equivalent (for fixed function fragment 622 * shading anyway): 623 * a) glDrawBuffer(GL_FRONT_AND_BACK); (assuming non-stereo framebuffer) 624 * b) glDrawBuffers(2, [GL_FRONT_LEFT, GL_BACK_LEFT]); 625 */ 626 627 628 629 630/** 631 * Update the (derived) list of color drawing renderbuffer pointers. 632 * Later, when we're rendering we'll loop from 0 to _NumColorDrawBuffers 633 * writing colors. 634 */ 635static void 636update_color_draw_buffers(struct gl_context *ctx, struct gl_framebuffer *fb) 637{ 638 GLuint output; 639 640 /* set 0th buffer to NULL now in case _NumColorDrawBuffers is zero */ 641 fb->_ColorDrawBuffers[0] = NULL; 642 643 for (output = 0; output < fb->_NumColorDrawBuffers; output++) { 644 GLint buf = fb->_ColorDrawBufferIndexes[output]; 645 if (buf >= 0) { 646 fb->_ColorDrawBuffers[output] = fb->Attachment[buf].Renderbuffer; 647 } 648 else { 649 fb->_ColorDrawBuffers[output] = NULL; 650 } 651 } 652} 653 654 655/** 656 * Update the (derived) color read renderbuffer pointer. 657 * Unlike the DrawBuffer, we can only read from one (or zero) color buffers. 658 */ 659static void 660update_color_read_buffer(struct gl_context *ctx, struct gl_framebuffer *fb) 661{ 662 (void) ctx; 663 if (fb->_ColorReadBufferIndex == -1 || 664 fb->DeletePending || 665 fb->Width == 0 || 666 fb->Height == 0) { 667 fb->_ColorReadBuffer = NULL; /* legal! */ 668 } 669 else { 670 ASSERT(fb->_ColorReadBufferIndex >= 0); 671 ASSERT(fb->_ColorReadBufferIndex < BUFFER_COUNT); 672 fb->_ColorReadBuffer 673 = fb->Attachment[fb->_ColorReadBufferIndex].Renderbuffer; 674 } 675} 676 677 678/** 679 * Update a gl_framebuffer's derived state. 680 * 681 * Specifically, update these framebuffer fields: 682 * _ColorDrawBuffers 683 * _NumColorDrawBuffers 684 * _ColorReadBuffer 685 * 686 * If the framebuffer is user-created, make sure it's complete. 687 * 688 * The following functions (at least) can effect framebuffer state: 689 * glReadBuffer, glDrawBuffer, glDrawBuffersARB, glFramebufferRenderbufferEXT, 690 * glRenderbufferStorageEXT. 691 */ 692static void 693update_framebuffer(struct gl_context *ctx, struct gl_framebuffer *fb) 694{ 695 if (_mesa_is_winsys_fbo(fb)) { 696 /* This is a window-system framebuffer */ 697 /* Need to update the FB's GL_DRAW_BUFFER state to match the 698 * context state (GL_READ_BUFFER too). 699 */ 700 if (fb->ColorDrawBuffer[0] != ctx->Color.DrawBuffer[0]) { 701 _mesa_drawbuffers(ctx, ctx->Const.MaxDrawBuffers, 702 ctx->Color.DrawBuffer, NULL); 703 } 704 } 705 else { 706 /* This is a user-created framebuffer. 707 * Completeness only matters for user-created framebuffers. 708 */ 709 if (fb->_Status != GL_FRAMEBUFFER_COMPLETE) { 710 _mesa_test_framebuffer_completeness(ctx, fb); 711 } 712 } 713 714 /* Strictly speaking, we don't need to update the draw-state 715 * if this FB is bound as ctx->ReadBuffer (and conversely, the 716 * read-state if this FB is bound as ctx->DrawBuffer), but no 717 * harm. 718 */ 719 update_color_draw_buffers(ctx, fb); 720 update_color_read_buffer(ctx, fb); 721 722 compute_depth_max(fb); 723} 724 725 726/** 727 * Update state related to the current draw/read framebuffers. 728 */ 729void 730_mesa_update_framebuffer(struct gl_context *ctx) 731{ 732 struct gl_framebuffer *drawFb; 733 struct gl_framebuffer *readFb; 734 735 assert(ctx); 736 drawFb = ctx->DrawBuffer; 737 readFb = ctx->ReadBuffer; 738 739 update_framebuffer(ctx, drawFb); 740 if (readFb != drawFb) 741 update_framebuffer(ctx, readFb); 742} 743 744 745/** 746 * Check if the renderbuffer for a read/draw operation exists. 747 * \param format a basic image format such as GL_RGB, GL_RGBA, GL_ALPHA, 748 * GL_DEPTH_COMPONENT, etc. or GL_COLOR, GL_DEPTH, GL_STENCIL. 749 * \param reading if TRUE, we're going to read from the buffer, 750 if FALSE, we're going to write to the buffer. 751 * \return GL_TRUE if buffer exists, GL_FALSE otherwise 752 */ 753static GLboolean 754renderbuffer_exists(struct gl_context *ctx, 755 struct gl_framebuffer *fb, 756 GLenum format, 757 GLboolean reading) 758{ 759 const struct gl_renderbuffer_attachment *att = fb->Attachment; 760 761 /* If we don't know the framebuffer status, update it now */ 762 if (fb->_Status == 0) { 763 _mesa_test_framebuffer_completeness(ctx, fb); 764 } 765 766 if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) { 767 return GL_FALSE; 768 } 769 770 switch (format) { 771 case GL_COLOR: 772 case GL_RED: 773 case GL_GREEN: 774 case GL_BLUE: 775 case GL_ALPHA: 776 case GL_LUMINANCE: 777 case GL_LUMINANCE_ALPHA: 778 case GL_INTENSITY: 779 case GL_RG: 780 case GL_RGB: 781 case GL_BGR: 782 case GL_RGBA: 783 case GL_BGRA: 784 case GL_ABGR_EXT: 785 case GL_RED_INTEGER_EXT: 786 case GL_RG_INTEGER: 787 case GL_GREEN_INTEGER_EXT: 788 case GL_BLUE_INTEGER_EXT: 789 case GL_ALPHA_INTEGER_EXT: 790 case GL_RGB_INTEGER_EXT: 791 case GL_RGBA_INTEGER_EXT: 792 case GL_BGR_INTEGER_EXT: 793 case GL_BGRA_INTEGER_EXT: 794 case GL_LUMINANCE_INTEGER_EXT: 795 case GL_LUMINANCE_ALPHA_INTEGER_EXT: 796 if (reading) { 797 /* about to read from a color buffer */ 798 const struct gl_renderbuffer *readBuf = fb->_ColorReadBuffer; 799 if (!readBuf) { 800 return GL_FALSE; 801 } 802 ASSERT(_mesa_get_format_bits(readBuf->Format, GL_RED_BITS) > 0 || 803 _mesa_get_format_bits(readBuf->Format, GL_ALPHA_BITS) > 0 || 804 _mesa_get_format_bits(readBuf->Format, GL_TEXTURE_LUMINANCE_SIZE) > 0 || 805 _mesa_get_format_bits(readBuf->Format, GL_TEXTURE_INTENSITY_SIZE) > 0 || 806 _mesa_get_format_bits(readBuf->Format, GL_INDEX_BITS) > 0); 807 } 808 else { 809 /* about to draw to zero or more color buffers (none is OK) */ 810 return GL_TRUE; 811 } 812 break; 813 case GL_DEPTH: 814 case GL_DEPTH_COMPONENT: 815 if (att[BUFFER_DEPTH].Type == GL_NONE) { 816 return GL_FALSE; 817 } 818 break; 819 case GL_STENCIL: 820 case GL_STENCIL_INDEX: 821 if (att[BUFFER_STENCIL].Type == GL_NONE) { 822 return GL_FALSE; 823 } 824 break; 825 case GL_DEPTH_STENCIL_EXT: 826 if (att[BUFFER_DEPTH].Type == GL_NONE || 827 att[BUFFER_STENCIL].Type == GL_NONE) { 828 return GL_FALSE; 829 } 830 break; 831 default: 832 _mesa_problem(ctx, 833 "Unexpected format 0x%x in renderbuffer_exists", 834 format); 835 return GL_FALSE; 836 } 837 838 /* OK */ 839 return GL_TRUE; 840} 841 842 843/** 844 * Check if the renderbuffer for a read operation (glReadPixels, glCopyPixels, 845 * glCopyTex[Sub]Image, etc) exists. 846 * \param format a basic image format such as GL_RGB, GL_RGBA, GL_ALPHA, 847 * GL_DEPTH_COMPONENT, etc. or GL_COLOR, GL_DEPTH, GL_STENCIL. 848 * \return GL_TRUE if buffer exists, GL_FALSE otherwise 849 */ 850GLboolean 851_mesa_source_buffer_exists(struct gl_context *ctx, GLenum format) 852{ 853 return renderbuffer_exists(ctx, ctx->ReadBuffer, format, GL_TRUE); 854} 855 856 857/** 858 * As above, but for drawing operations. 859 */ 860GLboolean 861_mesa_dest_buffer_exists(struct gl_context *ctx, GLenum format) 862{ 863 return renderbuffer_exists(ctx, ctx->DrawBuffer, format, GL_FALSE); 864} 865 866 867/** 868 * Used to answer the GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES query. 869 */ 870GLenum 871_mesa_get_color_read_format(struct gl_context *ctx) 872{ 873 switch (ctx->ReadBuffer->_ColorReadBuffer->Format) { 874 case MESA_FORMAT_ARGB8888: 875 return GL_BGRA; 876 case MESA_FORMAT_RGB565: 877 return GL_BGR; 878 default: 879 return GL_RGBA; 880 } 881} 882 883 884/** 885 * Used to answer the GL_IMPLEMENTATION_COLOR_READ_TYPE_OES query. 886 */ 887GLenum 888_mesa_get_color_read_type(struct gl_context *ctx) 889{ 890 switch (ctx->ReadBuffer->_ColorReadBuffer->Format) { 891 case MESA_FORMAT_ARGB8888: 892 return GL_UNSIGNED_BYTE; 893 case MESA_FORMAT_RGB565: 894 return GL_UNSIGNED_SHORT_5_6_5_REV; 895 default: 896 return GL_UNSIGNED_BYTE; 897 } 898} 899 900 901/** 902 * Print framebuffer info to stderr, for debugging. 903 */ 904void 905_mesa_print_framebuffer(const struct gl_framebuffer *fb) 906{ 907 GLuint i; 908 909 fprintf(stderr, "Mesa Framebuffer %u at %p\n", fb->Name, (void *) fb); 910 fprintf(stderr, " Size: %u x %u Status: %s\n", fb->Width, fb->Height, 911 _mesa_lookup_enum_by_nr(fb->_Status)); 912 fprintf(stderr, " Attachments:\n"); 913 914 for (i = 0; i < BUFFER_COUNT; i++) { 915 const struct gl_renderbuffer_attachment *att = &fb->Attachment[i]; 916 if (att->Type == GL_TEXTURE) { 917 const struct gl_texture_image *texImage = 918 _mesa_get_attachment_teximage_const(att); 919 fprintf(stderr, 920 " %2d: Texture %u, level %u, face %u, slice %u, complete %d\n", 921 i, att->Texture->Name, att->TextureLevel, att->CubeMapFace, 922 att->Zoffset, att->Complete); 923 fprintf(stderr, " Size: %u x %u x %u Format %s\n", 924 texImage->Width, texImage->Height, texImage->Depth, 925 _mesa_get_format_name(texImage->TexFormat)); 926 } 927 else if (att->Type == GL_RENDERBUFFER) { 928 fprintf(stderr, " %2d: Renderbuffer %u, complete %d\n", 929 i, att->Renderbuffer->Name, att->Complete); 930 fprintf(stderr, " Size: %u x %u Format %s\n", 931 att->Renderbuffer->Width, att->Renderbuffer->Height, 932 _mesa_get_format_name(att->Renderbuffer->Format)); 933 } 934 else { 935 fprintf(stderr, " %2d: none\n", i); 936 } 937 } 938} 939