st_atom_framebuffer.c revision c11d582411a999ed40db4c02143dd380113e0ffd
1/**************************************************************************
2 *
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28 /*
29  * Authors:
30  *   Keith Whitwell <keith@tungstengraphics.com>
31  *   Brian Paul
32  */
33
34#include "st_context.h"
35#include "st_atom.h"
36#include "st_cb_fbo.h"
37#include "st_public.h"
38#include "st_texture.h"
39#include "pipe/p_context.h"
40#include "cso_cache/cso_context.h"
41#include "util/u_math.h"
42#include "util/u_inlines.h"
43
44
45
46/**
47 * When doing GL render to texture, we have to be sure that finalize_texture()
48 * didn't yank out the pipe_texture that we earlier created a surface for.
49 * Check for that here and create a new surface if needed.
50 */
51static void
52update_renderbuffer_surface(struct st_context *st,
53                            struct st_renderbuffer *strb)
54{
55   struct pipe_screen *screen = st->pipe->screen;
56   struct pipe_texture *texture = strb->rtt->pt;
57   int rtt_width = strb->Base.Width;
58   int rtt_height = strb->Base.Height;
59
60   if (!strb->surface ||
61       strb->surface->texture != texture ||
62       strb->surface->width != rtt_width ||
63       strb->surface->height != rtt_height) {
64      GLuint level;
65      /* find matching mipmap level size */
66      for (level = 0; level <= texture->last_level; level++) {
67         if (u_minify(texture->width0, level) == rtt_width &&
68             u_minify(texture->height0, level) == rtt_height) {
69
70            pipe_surface_reference(&strb->surface, NULL);
71
72            strb->surface = screen->get_tex_surface(screen,
73                                              texture,
74                                              strb->rtt_face,
75                                              level,
76                                              strb->rtt_slice,
77                                              PIPE_BUFFER_USAGE_GPU_READ |
78                                              PIPE_BUFFER_USAGE_GPU_WRITE);
79#if 0
80            printf("-- alloc new surface %d x %d into tex %p\n",
81                   strb->surface->width, strb->surface->height,
82                   texture);
83#endif
84            break;
85         }
86      }
87   }
88}
89
90
91/**
92 * Update framebuffer state (color, depth, stencil, etc. buffers)
93 */
94static void
95update_framebuffer_state( struct st_context *st )
96{
97   struct pipe_framebuffer_state *framebuffer = &st->state.framebuffer;
98   struct gl_framebuffer *fb = st->ctx->DrawBuffer;
99   struct st_renderbuffer *strb;
100   GLuint i;
101
102   framebuffer->width = fb->Width;
103   framebuffer->height = fb->Height;
104
105   /*printf("------ fb size %d x %d\n", fb->Width, fb->Height);*/
106
107   /* Examine Mesa's ctx->DrawBuffer->_ColorDrawBuffers state
108    * to determine which surfaces to draw to
109    */
110   framebuffer->nr_cbufs = 0;
111   for (i = 0; i < fb->_NumColorDrawBuffers; i++) {
112      strb = st_renderbuffer(fb->_ColorDrawBuffers[i]);
113
114      if (strb) {
115         /*printf("--------- framebuffer surface rtt %p\n", strb->rtt);*/
116         if (strb->rtt) {
117            /* rendering to a GL texture, may have to update surface */
118            update_renderbuffer_surface(st, strb);
119         }
120
121         if (strb->surface) {
122            pipe_surface_reference(&framebuffer->cbufs[framebuffer->nr_cbufs],
123                                   strb->surface);
124            framebuffer->nr_cbufs++;
125         }
126         strb->defined = GL_TRUE; /* we'll be drawing something */
127      }
128   }
129   for (i = framebuffer->nr_cbufs; i < PIPE_MAX_COLOR_BUFS; i++) {
130      pipe_surface_reference(&framebuffer->cbufs[i], NULL);
131   }
132
133   /*
134    * Depth/Stencil renderbuffer/surface.
135    */
136   strb = st_renderbuffer(fb->Attachment[BUFFER_DEPTH].Renderbuffer);
137   if (strb) {
138      strb = st_renderbuffer(strb->Base.Wrapped);
139      if (strb->rtt) {
140         /* rendering to a GL texture, may have to update surface */
141         update_renderbuffer_surface(st, strb);
142      }
143      pipe_surface_reference(&framebuffer->zsbuf, strb->surface);
144   }
145   else {
146      strb = st_renderbuffer(fb->Attachment[BUFFER_STENCIL].Renderbuffer);
147      if (strb) {
148         strb = st_renderbuffer(strb->Base.Wrapped);
149         assert(strb->surface);
150         pipe_surface_reference(&framebuffer->zsbuf, strb->surface);
151      }
152      else
153         pipe_surface_reference(&framebuffer->zsbuf, NULL);
154   }
155
156   cso_set_framebuffer(st->cso_context, framebuffer);
157
158   if (fb->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT) {
159      if (st->frontbuffer_status == FRONT_STATUS_COPY_OF_BACK) {
160         /* copy back color buffer to front color buffer */
161         struct st_framebuffer *stfb = (struct st_framebuffer *) fb;
162	 struct pipe_surface *surf_front, *surf_back;
163         (void) st_get_framebuffer_surface(stfb, ST_SURFACE_FRONT_LEFT, &surf_front);
164         (void) st_get_framebuffer_surface(stfb, ST_SURFACE_BACK_LEFT, &surf_back);
165
166         st->pipe->surface_copy(st->pipe,
167                                surf_front, 0, 0,  /* dest */
168                                surf_back, 0, 0,   /* src */
169                                fb->Width, fb->Height);
170      }
171      /* we're assuming we'll really draw to the front buffer */
172      st->frontbuffer_status = FRONT_STATUS_DIRTY;
173   }
174}
175
176
177const struct st_tracked_state st_update_framebuffer = {
178   "st_update_framebuffer",				/* name */
179   {							/* dirty */
180      _NEW_BUFFERS,					/* mesa */
181      ST_NEW_FRAMEBUFFER,				/* st */
182   },
183   update_framebuffer_state				/* update */
184};
185
186