st_atom_framebuffer.c revision e61793a7c01588f2e6235f1271af4c58fa8adad4
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_texture.h" 38#include "pipe/p_context.h" 39#include "pipe/p_inlines.h" 40#include "cso_cache/cso_context.h" 41 42 43 44/** 45 * When doing GL render to texture, we have to be sure that finalize_texture() 46 * didn't yank out the pipe_texture that we earlier created a surface for. 47 * Check for that here and create a new surface if needed. 48 */ 49static void 50update_renderbuffer_surface(struct st_context *st, 51 struct st_renderbuffer *strb) 52{ 53 struct pipe_screen *screen = st->pipe->screen; 54 struct pipe_texture *texture = strb->rtt->pt; 55 int rtt_width = strb->Base.Width; 56 int rtt_height = strb->Base.Height; 57 58 if (!strb->surface || 59 strb->surface->texture != texture || 60 strb->surface->width != rtt_width || 61 strb->surface->height != rtt_height) { 62 GLuint level; 63 /* find matching mipmap level size */ 64 for (level = 0; level <= texture->last_level; level++) { 65 if (texture->width[level] == rtt_width && 66 texture->height[level] == rtt_height) { 67 68 pipe_surface_reference(&strb->surface, NULL); 69 70 strb->surface = screen->get_tex_surface(screen, 71 texture, 72 strb->rtt_face, 73 level, 74 strb->rtt_slice, 75 PIPE_BUFFER_USAGE_GPU_READ | 76 PIPE_BUFFER_USAGE_GPU_WRITE); 77#if 0 78 printf("-- alloc new surface %d x %d into tex %p\n", 79 strb->surface->width, strb->surface->height, 80 texture); 81#endif 82 break; 83 } 84 } 85 } 86} 87 88 89/** 90 * Update framebuffer state (color, depth, stencil, etc. buffers) 91 */ 92static void 93update_framebuffer_state( struct st_context *st ) 94{ 95 struct pipe_framebuffer_state *framebuffer = &st->state.framebuffer; 96 struct gl_framebuffer *fb = st->ctx->DrawBuffer; 97 struct st_renderbuffer *strb; 98 GLuint i; 99 100 memset(framebuffer, 0, sizeof(*framebuffer)); 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->num_cbufs = 0; 111 for (i = 0; i < fb->_NumColorDrawBuffers; i++) { 112 strb = st_renderbuffer(fb->_ColorDrawBuffers[i]); 113 114 /*printf("--------- framebuffer surface rtt %p\n", strb->rtt);*/ 115 if (strb->rtt) { 116 /* rendering to a GL texture, may have to update surface */ 117 update_renderbuffer_surface(st, strb); 118 } 119 120 assert(strb->surface); 121 framebuffer->cbufs[framebuffer->num_cbufs] = strb->surface; 122 framebuffer->num_cbufs++; 123 } 124 125 strb = st_renderbuffer(fb->Attachment[BUFFER_DEPTH].Renderbuffer); 126 if (strb) { 127 strb = st_renderbuffer(strb->Base.Wrapped); 128 if (strb->rtt) { 129 /* rendering to a GL texture, may have to update surface */ 130 update_renderbuffer_surface(st, strb); 131 } 132 133 assert(strb->surface); 134 framebuffer->zsbuf = strb->surface; 135 } 136 else { 137 strb = st_renderbuffer(fb->Attachment[BUFFER_STENCIL].Renderbuffer); 138 if (strb) { 139 strb = st_renderbuffer(strb->Base.Wrapped); 140 assert(strb->surface); 141 framebuffer->zsbuf = strb->surface; 142 } 143 } 144 145 cso_set_framebuffer(st->cso_context, framebuffer); 146 147 if (fb->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT) { 148 if (st->frontbuffer_status == FRONT_STATUS_COPY_OF_BACK) { 149 /* XXX copy back buf to front? */ 150 } 151 /* we're assuming we'll really draw to the front buffer */ 152 st->frontbuffer_status = FRONT_STATUS_DIRTY; 153 } 154} 155 156 157const struct st_tracked_state st_update_framebuffer = { 158 "st_update_framebuffer", /* name */ 159 { /* dirty */ 160 _NEW_BUFFERS, /* mesa */ 161 ST_NEW_FRAMEBUFFER, /* st */ 162 }, 163 update_framebuffer_state /* update */ 164}; 165 166