1/* 2 * Mesa 3-D graphics library 3 * 4 * Copyright (C) 1999-2008 Brian Paul 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 "Software"), 8 * to deal in the Software without restriction, including without limitation 9 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 10 * and/or sell copies of the Software, and to permit persons to whom the 11 * Software is furnished to do so, subject to the following conditions: 12 * 13 * The above copyright notice and this permission notice shall be included 14 * in all copies or substantial portions of the Software. 15 * 16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR 20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, 21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR 22 * 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#include <stdio.h> 33#include "glheader.h" 34#include "imports.h" 35#include "blend.h" 36#include "buffers.h" 37#include "context.h" 38#include "enums.h" 39#include "formats.h" 40#include "macros.h" 41#include "mtypes.h" 42#include "fbobject.h" 43#include "framebuffer.h" 44#include "renderbuffer.h" 45#include "texobj.h" 46#include "glformats.h" 47 48 49 50/** 51 * Compute/set the _DepthMax field for the given framebuffer. 52 * This value depends on the Z buffer resolution. 53 */ 54static void 55compute_depth_max(struct gl_framebuffer *fb) 56{ 57 if (fb->Visual.depthBits == 0) { 58 /* Special case. Even if we don't have a depth buffer we need 59 * good values for DepthMax for Z vertex transformation purposes 60 * and for per-fragment fog computation. 61 */ 62 fb->_DepthMax = (1 << 16) - 1; 63 } 64 else if (fb->Visual.depthBits < 32) { 65 fb->_DepthMax = (1 << fb->Visual.depthBits) - 1; 66 } 67 else { 68 /* Special case since shift values greater than or equal to the 69 * number of bits in the left hand expression's type are undefined. 70 */ 71 fb->_DepthMax = 0xffffffff; 72 } 73 fb->_DepthMaxF = (GLfloat) fb->_DepthMax; 74 75 /* Minimum resolvable depth value, for polygon offset */ 76 fb->_MRD = (GLfloat)1.0 / fb->_DepthMaxF; 77} 78 79/** 80 * Create and initialize a gl_framebuffer object. 81 * This is intended for creating _window_system_ framebuffers, not generic 82 * framebuffer objects ala GL_EXT_framebuffer_object. 83 * 84 * \sa _mesa_new_framebuffer 85 */ 86struct gl_framebuffer * 87_mesa_create_framebuffer(const struct gl_config *visual) 88{ 89 struct gl_framebuffer *fb = CALLOC_STRUCT(gl_framebuffer); 90 assert(visual); 91 if (fb) { 92 _mesa_initialize_window_framebuffer(fb, visual); 93 } 94 return fb; 95} 96 97 98/** 99 * Allocate a new gl_framebuffer object. 100 * This is the default function for ctx->Driver.NewFramebuffer(). 101 * This is for allocating user-created framebuffers, not window-system 102 * framebuffers! 103 * \sa _mesa_create_framebuffer 104 */ 105struct gl_framebuffer * 106_mesa_new_framebuffer(struct gl_context *ctx, GLuint name) 107{ 108 struct gl_framebuffer *fb; 109 (void) ctx; 110 assert(name != 0); 111 fb = CALLOC_STRUCT(gl_framebuffer); 112 if (fb) { 113 _mesa_initialize_user_framebuffer(fb, name); 114 } 115 return fb; 116} 117 118 119/** 120 * Initialize a gl_framebuffer object. Typically used to initialize 121 * window system-created framebuffers, not user-created framebuffers. 122 * \sa _mesa_initialize_user_framebuffer 123 */ 124void 125_mesa_initialize_window_framebuffer(struct gl_framebuffer *fb, 126 const struct gl_config *visual) 127{ 128 assert(fb); 129 assert(visual); 130 131 memset(fb, 0, sizeof(struct gl_framebuffer)); 132 133 mtx_init(&fb->Mutex, mtx_plain); 134 135 fb->RefCount = 1; 136 137 /* save the visual */ 138 fb->Visual = *visual; 139 140 /* Init read/draw renderbuffer state */ 141 if (visual->doubleBufferMode) { 142 fb->_NumColorDrawBuffers = 1; 143 fb->ColorDrawBuffer[0] = GL_BACK; 144 fb->_ColorDrawBufferIndexes[0] = BUFFER_BACK_LEFT; 145 fb->ColorReadBuffer = GL_BACK; 146 fb->_ColorReadBufferIndex = BUFFER_BACK_LEFT; 147 } 148 else { 149 fb->_NumColorDrawBuffers = 1; 150 fb->ColorDrawBuffer[0] = GL_FRONT; 151 fb->_ColorDrawBufferIndexes[0] = BUFFER_FRONT_LEFT; 152 fb->ColorReadBuffer = GL_FRONT; 153 fb->_ColorReadBufferIndex = BUFFER_FRONT_LEFT; 154 } 155 156 fb->Delete = _mesa_destroy_framebuffer; 157 fb->_Status = GL_FRAMEBUFFER_COMPLETE_EXT; 158 fb->_AllColorBuffersFixedPoint = !visual->floatMode; 159 fb->_HasSNormOrFloatColorBuffer = visual->floatMode; 160 fb->_HasAttachments = true; 161 162 compute_depth_max(fb); 163} 164 165 166/** 167 * Initialize a user-created gl_framebuffer object. 168 * \sa _mesa_initialize_window_framebuffer 169 */ 170void 171_mesa_initialize_user_framebuffer(struct gl_framebuffer *fb, GLuint name) 172{ 173 assert(fb); 174 assert(name); 175 176 memset(fb, 0, sizeof(struct gl_framebuffer)); 177 178 fb->Name = name; 179 fb->RefCount = 1; 180 fb->_NumColorDrawBuffers = 1; 181 fb->ColorDrawBuffer[0] = GL_COLOR_ATTACHMENT0_EXT; 182 fb->_ColorDrawBufferIndexes[0] = BUFFER_COLOR0; 183 fb->ColorReadBuffer = GL_COLOR_ATTACHMENT0_EXT; 184 fb->_ColorReadBufferIndex = BUFFER_COLOR0; 185 fb->Delete = _mesa_destroy_framebuffer; 186 mtx_init(&fb->Mutex, mtx_plain); 187} 188 189 190/** 191 * Deallocate buffer and everything attached to it. 192 * Typically called via the gl_framebuffer->Delete() method. 193 */ 194void 195_mesa_destroy_framebuffer(struct gl_framebuffer *fb) 196{ 197 if (fb) { 198 _mesa_free_framebuffer_data(fb); 199 free(fb->Label); 200 free(fb); 201 } 202} 203 204 205/** 206 * Free all the data hanging off the given gl_framebuffer, but don't free 207 * the gl_framebuffer object itself. 208 */ 209void 210_mesa_free_framebuffer_data(struct gl_framebuffer *fb) 211{ 212 GLuint i; 213 214 assert(fb); 215 assert(fb->RefCount == 0); 216 217 mtx_destroy(&fb->Mutex); 218 219 for (i = 0; i < BUFFER_COUNT; i++) { 220 struct gl_renderbuffer_attachment *att = &fb->Attachment[i]; 221 if (att->Renderbuffer) { 222 _mesa_reference_renderbuffer(&att->Renderbuffer, NULL); 223 } 224 if (att->Texture) { 225 _mesa_reference_texobj(&att->Texture, NULL); 226 } 227 assert(!att->Renderbuffer); 228 assert(!att->Texture); 229 att->Type = GL_NONE; 230 } 231} 232 233 234/** 235 * Set *ptr to point to fb, with refcounting and locking. 236 * This is normally only called from the _mesa_reference_framebuffer() macro 237 * when there's a real pointer change. 238 */ 239void 240_mesa_reference_framebuffer_(struct gl_framebuffer **ptr, 241 struct gl_framebuffer *fb) 242{ 243 if (*ptr) { 244 /* unreference old renderbuffer */ 245 GLboolean deleteFlag = GL_FALSE; 246 struct gl_framebuffer *oldFb = *ptr; 247 248 mtx_lock(&oldFb->Mutex); 249 assert(oldFb->RefCount > 0); 250 oldFb->RefCount--; 251 deleteFlag = (oldFb->RefCount == 0); 252 mtx_unlock(&oldFb->Mutex); 253 254 if (deleteFlag) 255 oldFb->Delete(oldFb); 256 257 *ptr = NULL; 258 } 259 260 if (fb) { 261 mtx_lock(&fb->Mutex); 262 fb->RefCount++; 263 mtx_unlock(&fb->Mutex); 264 *ptr = fb; 265 } 266} 267 268 269/** 270 * Resize the given framebuffer's renderbuffers to the new width and height. 271 * This should only be used for window-system framebuffers, not 272 * user-created renderbuffers (i.e. made with GL_EXT_framebuffer_object). 273 * This will typically be called directly 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 /* Can only resize win-sys framebuffer objects */ 289 assert(_mesa_is_winsys_fbo(fb)); 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 fb->Width = width; 310 fb->Height = height; 311 312 if (ctx) { 313 /* update scissor / window bounds */ 314 _mesa_update_draw_buffer_bounds(ctx, ctx->DrawBuffer); 315 /* Signal new buffer state so that swrast will update its clipping 316 * info (the CLIP_BIT flag). 317 */ 318 ctx->NewState |= _NEW_BUFFERS; 319 } 320} 321 322/** 323 * Examine all the framebuffer's renderbuffers to update the Width/Height 324 * fields of the framebuffer. If we have renderbuffers with different 325 * sizes, set the framebuffer's width and height to the min size. 326 * Note: this is only intended for user-created framebuffers, not 327 * window-system framebuffes. 328 */ 329static void 330update_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb) 331{ 332 GLuint minWidth = ~0, minHeight = ~0; 333 GLuint i; 334 335 /* user-created framebuffers only */ 336 assert(_mesa_is_user_fbo(fb)); 337 338 for (i = 0; i < BUFFER_COUNT; i++) { 339 struct gl_renderbuffer_attachment *att = &fb->Attachment[i]; 340 const struct gl_renderbuffer *rb = att->Renderbuffer; 341 if (rb) { 342 minWidth = MIN2(minWidth, rb->Width); 343 minHeight = MIN2(minHeight, rb->Height); 344 } 345 } 346 347 if (minWidth != ~0U) { 348 fb->Width = minWidth; 349 fb->Height = minHeight; 350 } 351 else { 352 fb->Width = 0; 353 fb->Height = 0; 354 } 355} 356 357 358 359/** 360 * Given a bounding box, intersect the bounding box with the scissor of 361 * a specified vieport. 362 * 363 * \param ctx GL context. 364 * \param idx Index of the desired viewport 365 * \param bbox Bounding box for the scissored viewport. Stored as xmin, 366 * xmax, ymin, ymax. 367 */ 368void 369_mesa_intersect_scissor_bounding_box(const struct gl_context *ctx, 370 unsigned idx, int *bbox) 371{ 372 if (ctx->Scissor.EnableFlags & (1u << idx)) { 373 if (ctx->Scissor.ScissorArray[idx].X > bbox[0]) { 374 bbox[0] = ctx->Scissor.ScissorArray[idx].X; 375 } 376 if (ctx->Scissor.ScissorArray[idx].Y > bbox[2]) { 377 bbox[2] = ctx->Scissor.ScissorArray[idx].Y; 378 } 379 if (ctx->Scissor.ScissorArray[idx].X + ctx->Scissor.ScissorArray[idx].Width < bbox[1]) { 380 bbox[1] = ctx->Scissor.ScissorArray[idx].X + ctx->Scissor.ScissorArray[idx].Width; 381 } 382 if (ctx->Scissor.ScissorArray[idx].Y + ctx->Scissor.ScissorArray[idx].Height < bbox[3]) { 383 bbox[3] = ctx->Scissor.ScissorArray[idx].Y + ctx->Scissor.ScissorArray[idx].Height; 384 } 385 /* finally, check for empty region */ 386 if (bbox[0] > bbox[1]) { 387 bbox[0] = bbox[1]; 388 } 389 if (bbox[2] > bbox[3]) { 390 bbox[2] = bbox[3]; 391 } 392 } 393} 394 395/** 396 * Calculate the inclusive bounding box for the scissor of a specific viewport 397 * 398 * \param ctx GL context. 399 * \param buffer Framebuffer to be checked against 400 * \param idx Index of the desired viewport 401 * \param bbox Bounding box for the scissored viewport. Stored as xmin, 402 * xmax, ymin, ymax. 403 * 404 * \warning This function assumes that the framebuffer dimensions are up to 405 * date (e.g., update_framebuffer_size has been recently called on \c buffer). 406 * 407 * \sa _mesa_clip_to_region 408 */ 409void 410_mesa_scissor_bounding_box(const struct gl_context *ctx, 411 const struct gl_framebuffer *buffer, 412 unsigned idx, int *bbox) 413{ 414 bbox[0] = 0; 415 bbox[2] = 0; 416 bbox[1] = buffer->Width; 417 bbox[3] = buffer->Height; 418 419 _mesa_intersect_scissor_bounding_box(ctx, idx, bbox); 420 421 assert(bbox[0] <= bbox[1]); 422 assert(bbox[2] <= bbox[3]); 423} 424 425/** 426 * Update the context's current drawing buffer's Xmin, Xmax, Ymin, Ymax fields. 427 * These values are computed from the buffer's width and height and 428 * the scissor box, if it's enabled. 429 * \param ctx the GL context. 430 */ 431void 432_mesa_update_draw_buffer_bounds(struct gl_context *ctx, 433 struct gl_framebuffer *buffer) 434{ 435 int bbox[4]; 436 437 if (!buffer) 438 return; 439 440 if (_mesa_is_user_fbo(buffer)) { 441 /* user-created framebuffer size depends on the renderbuffers */ 442 update_framebuffer_size(ctx, buffer); 443 } 444 445 /* Default to the first scissor as that's always valid */ 446 _mesa_scissor_bounding_box(ctx, buffer, 0, bbox); 447 buffer->_Xmin = bbox[0]; 448 buffer->_Ymin = bbox[2]; 449 buffer->_Xmax = bbox[1]; 450 buffer->_Ymax = bbox[3]; 451} 452 453 454/** 455 * The glGet queries of the framebuffer red/green/blue size, stencil size, 456 * etc. are satisfied by the fields of ctx->DrawBuffer->Visual. These can 457 * change depending on the renderbuffer bindings. This function updates 458 * the given framebuffer's Visual from the current renderbuffer bindings. 459 * 460 * This may apply to user-created framebuffers or window system framebuffers. 461 * 462 * Also note: ctx->DrawBuffer->Visual.depthBits might not equal 463 * ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer.DepthBits. 464 * The former one is used to convert floating point depth values into 465 * integer Z values. 466 */ 467void 468_mesa_update_framebuffer_visual(struct gl_context *ctx, 469 struct gl_framebuffer *fb) 470{ 471 GLuint i; 472 473 memset(&fb->Visual, 0, sizeof(fb->Visual)); 474 fb->Visual.rgbMode = GL_TRUE; /* assume this */ 475 476#if 0 /* this _might_ be needed */ 477 if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) { 478 /* leave visual fields zero'd */ 479 return; 480 } 481#endif 482 483 /* find first RGB renderbuffer */ 484 for (i = 0; i < BUFFER_COUNT; i++) { 485 if (fb->Attachment[i].Renderbuffer) { 486 const struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer; 487 const GLenum baseFormat = _mesa_get_format_base_format(rb->Format); 488 const mesa_format fmt = rb->Format; 489 490 /* Grab samples and sampleBuffers from any attachment point (assuming 491 * the framebuffer is complete, we'll get the same answer from all 492 * attachments). 493 */ 494 fb->Visual.samples = rb->NumSamples; 495 fb->Visual.sampleBuffers = rb->NumSamples > 0 ? 1 : 0; 496 497 if (_mesa_is_legal_color_format(ctx, baseFormat)) { 498 fb->Visual.redBits = _mesa_get_format_bits(fmt, GL_RED_BITS); 499 fb->Visual.greenBits = _mesa_get_format_bits(fmt, GL_GREEN_BITS); 500 fb->Visual.blueBits = _mesa_get_format_bits(fmt, GL_BLUE_BITS); 501 fb->Visual.alphaBits = _mesa_get_format_bits(fmt, GL_ALPHA_BITS); 502 fb->Visual.rgbBits = fb->Visual.redBits 503 + fb->Visual.greenBits + fb->Visual.blueBits; 504 if (_mesa_get_format_color_encoding(fmt) == GL_SRGB) 505 fb->Visual.sRGBCapable = ctx->Extensions.EXT_framebuffer_sRGB; 506 break; 507 } 508 } 509 } 510 511 fb->Visual.floatMode = GL_FALSE; 512 for (i = 0; i < BUFFER_COUNT; i++) { 513 if (fb->Attachment[i].Renderbuffer) { 514 const struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer; 515 const mesa_format fmt = rb->Format; 516 517 if (_mesa_get_format_datatype(fmt) == GL_FLOAT) { 518 fb->Visual.floatMode = GL_TRUE; 519 break; 520 } 521 } 522 } 523 524 if (fb->Attachment[BUFFER_DEPTH].Renderbuffer) { 525 const struct gl_renderbuffer *rb = 526 fb->Attachment[BUFFER_DEPTH].Renderbuffer; 527 const mesa_format fmt = rb->Format; 528 fb->Visual.haveDepthBuffer = GL_TRUE; 529 fb->Visual.depthBits = _mesa_get_format_bits(fmt, GL_DEPTH_BITS); 530 } 531 532 if (fb->Attachment[BUFFER_STENCIL].Renderbuffer) { 533 const struct gl_renderbuffer *rb = 534 fb->Attachment[BUFFER_STENCIL].Renderbuffer; 535 const mesa_format fmt = rb->Format; 536 fb->Visual.haveStencilBuffer = GL_TRUE; 537 fb->Visual.stencilBits = _mesa_get_format_bits(fmt, GL_STENCIL_BITS); 538 } 539 540 if (fb->Attachment[BUFFER_ACCUM].Renderbuffer) { 541 const struct gl_renderbuffer *rb = 542 fb->Attachment[BUFFER_ACCUM].Renderbuffer; 543 const mesa_format fmt = rb->Format; 544 fb->Visual.haveAccumBuffer = GL_TRUE; 545 fb->Visual.accumRedBits = _mesa_get_format_bits(fmt, GL_RED_BITS); 546 fb->Visual.accumGreenBits = _mesa_get_format_bits(fmt, GL_GREEN_BITS); 547 fb->Visual.accumBlueBits = _mesa_get_format_bits(fmt, GL_BLUE_BITS); 548 fb->Visual.accumAlphaBits = _mesa_get_format_bits(fmt, GL_ALPHA_BITS); 549 } 550 551 compute_depth_max(fb); 552} 553 554 555/* 556 * Example DrawBuffers scenarios: 557 * 558 * 1. glDrawBuffer(GL_FRONT_AND_BACK), fixed-func or shader writes to 559 * "gl_FragColor" or program writes to the "result.color" register: 560 * 561 * fragment color output renderbuffer 562 * --------------------- --------------- 563 * color[0] Front, Back 564 * 565 * 566 * 2. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]), shader writes to 567 * gl_FragData[i] or program writes to result.color[i] registers: 568 * 569 * fragment color output renderbuffer 570 * --------------------- --------------- 571 * color[0] Front 572 * color[1] Aux0 573 * color[3] Aux1 574 * 575 * 576 * 3. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]) and shader writes to 577 * gl_FragColor, or fixed function: 578 * 579 * fragment color output renderbuffer 580 * --------------------- --------------- 581 * color[0] Front, Aux0, Aux1 582 * 583 * 584 * In either case, the list of renderbuffers is stored in the 585 * framebuffer->_ColorDrawBuffers[] array and 586 * framebuffer->_NumColorDrawBuffers indicates the number of buffers. 587 * The renderer (like swrast) has to look at the current fragment shader 588 * to see if it writes to gl_FragColor vs. gl_FragData[i] to determine 589 * how to map color outputs to renderbuffers. 590 * 591 * Note that these two calls are equivalent (for fixed function fragment 592 * shading anyway): 593 * a) glDrawBuffer(GL_FRONT_AND_BACK); (assuming non-stereo framebuffer) 594 * b) glDrawBuffers(2, [GL_FRONT_LEFT, GL_BACK_LEFT]); 595 */ 596 597 598 599 600/** 601 * Update the (derived) list of color drawing renderbuffer pointers. 602 * Later, when we're rendering we'll loop from 0 to _NumColorDrawBuffers 603 * writing colors. 604 */ 605static void 606update_color_draw_buffers(struct gl_context *ctx, struct gl_framebuffer *fb) 607{ 608 GLuint output; 609 610 /* set 0th buffer to NULL now in case _NumColorDrawBuffers is zero */ 611 fb->_ColorDrawBuffers[0] = NULL; 612 613 for (output = 0; output < fb->_NumColorDrawBuffers; output++) { 614 GLint buf = fb->_ColorDrawBufferIndexes[output]; 615 if (buf >= 0) { 616 fb->_ColorDrawBuffers[output] = fb->Attachment[buf].Renderbuffer; 617 } 618 else { 619 fb->_ColorDrawBuffers[output] = NULL; 620 } 621 } 622} 623 624 625/** 626 * Update the (derived) color read renderbuffer pointer. 627 * Unlike the DrawBuffer, we can only read from one (or zero) color buffers. 628 */ 629static void 630update_color_read_buffer(struct gl_context *ctx, struct gl_framebuffer *fb) 631{ 632 (void) ctx; 633 if (fb->_ColorReadBufferIndex == -1 || 634 fb->DeletePending || 635 fb->Width == 0 || 636 fb->Height == 0) { 637 fb->_ColorReadBuffer = NULL; /* legal! */ 638 } 639 else { 640 assert(fb->_ColorReadBufferIndex >= 0); 641 assert(fb->_ColorReadBufferIndex < BUFFER_COUNT); 642 fb->_ColorReadBuffer 643 = fb->Attachment[fb->_ColorReadBufferIndex].Renderbuffer; 644 } 645} 646 647 648/** 649 * Update a gl_framebuffer's derived state. 650 * 651 * Specifically, update these framebuffer fields: 652 * _ColorDrawBuffers 653 * _NumColorDrawBuffers 654 * _ColorReadBuffer 655 * 656 * If the framebuffer is user-created, make sure it's complete. 657 * 658 * The following functions (at least) can effect framebuffer state: 659 * glReadBuffer, glDrawBuffer, glDrawBuffersARB, glFramebufferRenderbufferEXT, 660 * glRenderbufferStorageEXT. 661 */ 662static void 663update_framebuffer(struct gl_context *ctx, struct gl_framebuffer *fb) 664{ 665 if (_mesa_is_winsys_fbo(fb)) { 666 /* This is a window-system framebuffer */ 667 /* Need to update the FB's GL_DRAW_BUFFER state to match the 668 * context state (GL_READ_BUFFER too). 669 */ 670 if (fb->ColorDrawBuffer[0] != ctx->Color.DrawBuffer[0]) { 671 _mesa_drawbuffers(ctx, fb, ctx->Const.MaxDrawBuffers, 672 ctx->Color.DrawBuffer, NULL); 673 } 674 } 675 else { 676 /* This is a user-created framebuffer. 677 * Completeness only matters for user-created framebuffers. 678 */ 679 if (fb->_Status != GL_FRAMEBUFFER_COMPLETE) { 680 _mesa_test_framebuffer_completeness(ctx, fb); 681 } 682 } 683 684 /* Strictly speaking, we don't need to update the draw-state 685 * if this FB is bound as ctx->ReadBuffer (and conversely, the 686 * read-state if this FB is bound as ctx->DrawBuffer), but no 687 * harm. 688 */ 689 update_color_draw_buffers(ctx, fb); 690 update_color_read_buffer(ctx, fb); 691 692 compute_depth_max(fb); 693} 694 695 696/** 697 * Update state related to the draw/read framebuffers. 698 */ 699void 700_mesa_update_framebuffer(struct gl_context *ctx, 701 struct gl_framebuffer *readFb, 702 struct gl_framebuffer *drawFb) 703{ 704 assert(ctx); 705 706 update_framebuffer(ctx, drawFb); 707 if (readFb != drawFb) 708 update_framebuffer(ctx, readFb); 709 710 _mesa_update_clamp_vertex_color(ctx, drawFb); 711 _mesa_update_clamp_fragment_color(ctx, drawFb); 712} 713 714 715/** 716 * Check if the renderbuffer for a read/draw operation exists. 717 * \param format a basic image format such as GL_RGB, GL_RGBA, GL_ALPHA, 718 * GL_DEPTH_COMPONENT, etc. or GL_COLOR, GL_DEPTH, GL_STENCIL. 719 * \param reading if TRUE, we're going to read from the buffer, 720 if FALSE, we're going to write to the buffer. 721 * \return GL_TRUE if buffer exists, GL_FALSE otherwise 722 */ 723static GLboolean 724renderbuffer_exists(struct gl_context *ctx, 725 struct gl_framebuffer *fb, 726 GLenum format, 727 GLboolean reading) 728{ 729 const struct gl_renderbuffer_attachment *att = fb->Attachment; 730 731 /* If we don't know the framebuffer status, update it now */ 732 if (fb->_Status == 0) { 733 _mesa_test_framebuffer_completeness(ctx, fb); 734 } 735 736 if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) { 737 return GL_FALSE; 738 } 739 740 switch (format) { 741 case GL_COLOR: 742 case GL_RED: 743 case GL_GREEN: 744 case GL_BLUE: 745 case GL_ALPHA: 746 case GL_LUMINANCE: 747 case GL_LUMINANCE_ALPHA: 748 case GL_INTENSITY: 749 case GL_RG: 750 case GL_RGB: 751 case GL_BGR: 752 case GL_RGBA: 753 case GL_BGRA: 754 case GL_ABGR_EXT: 755 case GL_RED_INTEGER_EXT: 756 case GL_RG_INTEGER: 757 case GL_GREEN_INTEGER_EXT: 758 case GL_BLUE_INTEGER_EXT: 759 case GL_ALPHA_INTEGER_EXT: 760 case GL_RGB_INTEGER_EXT: 761 case GL_RGBA_INTEGER_EXT: 762 case GL_BGR_INTEGER_EXT: 763 case GL_BGRA_INTEGER_EXT: 764 case GL_LUMINANCE_INTEGER_EXT: 765 case GL_LUMINANCE_ALPHA_INTEGER_EXT: 766 if (reading) { 767 /* about to read from a color buffer */ 768 const struct gl_renderbuffer *readBuf = fb->_ColorReadBuffer; 769 if (!readBuf) { 770 return GL_FALSE; 771 } 772 assert(_mesa_get_format_bits(readBuf->Format, GL_RED_BITS) > 0 || 773 _mesa_get_format_bits(readBuf->Format, GL_ALPHA_BITS) > 0 || 774 _mesa_get_format_bits(readBuf->Format, GL_TEXTURE_LUMINANCE_SIZE) > 0 || 775 _mesa_get_format_bits(readBuf->Format, GL_TEXTURE_INTENSITY_SIZE) > 0 || 776 _mesa_get_format_bits(readBuf->Format, GL_INDEX_BITS) > 0); 777 } 778 else { 779 /* about to draw to zero or more color buffers (none is OK) */ 780 return GL_TRUE; 781 } 782 break; 783 case GL_DEPTH: 784 case GL_DEPTH_COMPONENT: 785 if (att[BUFFER_DEPTH].Type == GL_NONE) { 786 return GL_FALSE; 787 } 788 break; 789 case GL_STENCIL: 790 case GL_STENCIL_INDEX: 791 if (att[BUFFER_STENCIL].Type == GL_NONE) { 792 return GL_FALSE; 793 } 794 break; 795 case GL_DEPTH_STENCIL_EXT: 796 if (att[BUFFER_DEPTH].Type == GL_NONE || 797 att[BUFFER_STENCIL].Type == GL_NONE) { 798 return GL_FALSE; 799 } 800 break; 801 default: 802 _mesa_problem(ctx, 803 "Unexpected format 0x%x in renderbuffer_exists", 804 format); 805 return GL_FALSE; 806 } 807 808 /* OK */ 809 return GL_TRUE; 810} 811 812 813/** 814 * Check if the renderbuffer for a read operation (glReadPixels, glCopyPixels, 815 * glCopyTex[Sub]Image, etc) exists. 816 * \param format a basic image format such as GL_RGB, GL_RGBA, GL_ALPHA, 817 * GL_DEPTH_COMPONENT, etc. or GL_COLOR, GL_DEPTH, GL_STENCIL. 818 * \return GL_TRUE if buffer exists, GL_FALSE otherwise 819 */ 820GLboolean 821_mesa_source_buffer_exists(struct gl_context *ctx, GLenum format) 822{ 823 return renderbuffer_exists(ctx, ctx->ReadBuffer, format, GL_TRUE); 824} 825 826 827/** 828 * As above, but for drawing operations. 829 */ 830GLboolean 831_mesa_dest_buffer_exists(struct gl_context *ctx, GLenum format) 832{ 833 return renderbuffer_exists(ctx, ctx->DrawBuffer, format, GL_FALSE); 834} 835 836 837/** 838 * Used to answer the GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES query. 839 */ 840GLenum 841_mesa_get_color_read_format(struct gl_context *ctx) 842{ 843 if (!ctx->ReadBuffer || !ctx->ReadBuffer->_ColorReadBuffer) { 844 /* The spec is unclear how to handle this case, but NVIDIA's 845 * driver generates GL_INVALID_OPERATION. 846 */ 847 _mesa_error(ctx, GL_INVALID_OPERATION, 848 "glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT: " 849 "no GL_READ_BUFFER)"); 850 return GL_NONE; 851 } 852 else { 853 const mesa_format format = ctx->ReadBuffer->_ColorReadBuffer->Format; 854 const GLenum data_type = _mesa_get_format_datatype(format); 855 856 if (format == MESA_FORMAT_B8G8R8A8_UNORM) 857 return GL_BGRA; 858 else if (format == MESA_FORMAT_B5G6R5_UNORM) 859 return GL_RGB; 860 else if (format == MESA_FORMAT_R_UNORM8) 861 return GL_RED; 862 863 switch (data_type) { 864 case GL_UNSIGNED_INT: 865 case GL_INT: 866 return GL_RGBA_INTEGER; 867 default: 868 return GL_RGBA; 869 } 870 } 871} 872 873 874/** 875 * Used to answer the GL_IMPLEMENTATION_COLOR_READ_TYPE_OES query. 876 */ 877GLenum 878_mesa_get_color_read_type(struct gl_context *ctx) 879{ 880 if (!ctx->ReadBuffer || !ctx->ReadBuffer->_ColorReadBuffer) { 881 /* The spec is unclear how to handle this case, but NVIDIA's 882 * driver generates GL_INVALID_OPERATION. 883 */ 884 _mesa_error(ctx, GL_INVALID_OPERATION, 885 "glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE: " 886 "no GL_READ_BUFFER)"); 887 return GL_NONE; 888 } 889 else { 890 const GLenum format = ctx->ReadBuffer->_ColorReadBuffer->Format; 891 const GLenum data_type = _mesa_get_format_datatype(format); 892 893 if (format == MESA_FORMAT_B5G6R5_UNORM) 894 return GL_UNSIGNED_SHORT_5_6_5; 895 896 switch (data_type) { 897 case GL_SIGNED_NORMALIZED: 898 return GL_BYTE; 899 case GL_UNSIGNED_INT: 900 case GL_INT: 901 case GL_FLOAT: 902 return data_type; 903 case GL_UNSIGNED_NORMALIZED: 904 default: 905 return GL_UNSIGNED_BYTE; 906 } 907 } 908} 909 910 911/** 912 * Returns the read renderbuffer for the specified format. 913 */ 914struct gl_renderbuffer * 915_mesa_get_read_renderbuffer_for_format(const struct gl_context *ctx, 916 GLenum format) 917{ 918 const struct gl_framebuffer *rfb = ctx->ReadBuffer; 919 920 if (_mesa_is_color_format(format)) { 921 return rfb->Attachment[rfb->_ColorReadBufferIndex].Renderbuffer; 922 } else if (_mesa_is_depth_format(format) || 923 _mesa_is_depthstencil_format(format)) { 924 return rfb->Attachment[BUFFER_DEPTH].Renderbuffer; 925 } else { 926 return rfb->Attachment[BUFFER_STENCIL].Renderbuffer; 927 } 928} 929 930 931/** 932 * Print framebuffer info to stderr, for debugging. 933 */ 934void 935_mesa_print_framebuffer(const struct gl_framebuffer *fb) 936{ 937 GLuint i; 938 939 fprintf(stderr, "Mesa Framebuffer %u at %p\n", fb->Name, (void *) fb); 940 fprintf(stderr, " Size: %u x %u Status: %s\n", fb->Width, fb->Height, 941 _mesa_enum_to_string(fb->_Status)); 942 fprintf(stderr, " Attachments:\n"); 943 944 for (i = 0; i < BUFFER_COUNT; i++) { 945 const struct gl_renderbuffer_attachment *att = &fb->Attachment[i]; 946 if (att->Type == GL_TEXTURE) { 947 const struct gl_texture_image *texImage = att->Renderbuffer->TexImage; 948 fprintf(stderr, 949 " %2d: Texture %u, level %u, face %u, slice %u, complete %d\n", 950 i, att->Texture->Name, att->TextureLevel, att->CubeMapFace, 951 att->Zoffset, att->Complete); 952 fprintf(stderr, " Size: %u x %u x %u Format %s\n", 953 texImage->Width, texImage->Height, texImage->Depth, 954 _mesa_get_format_name(texImage->TexFormat)); 955 } 956 else if (att->Type == GL_RENDERBUFFER) { 957 fprintf(stderr, " %2d: Renderbuffer %u, complete %d\n", 958 i, att->Renderbuffer->Name, att->Complete); 959 fprintf(stderr, " Size: %u x %u Format %s\n", 960 att->Renderbuffer->Width, att->Renderbuffer->Height, 961 _mesa_get_format_name(att->Renderbuffer->Format)); 962 } 963 else { 964 fprintf(stderr, " %2d: none\n", i); 965 } 966 } 967} 968 969bool 970_mesa_is_front_buffer_reading(const struct gl_framebuffer *fb) 971{ 972 if (!fb || _mesa_is_user_fbo(fb)) 973 return false; 974 975 return fb->_ColorReadBufferIndex == BUFFER_FRONT_LEFT; 976} 977 978bool 979_mesa_is_front_buffer_drawing(const struct gl_framebuffer *fb) 980{ 981 if (!fb || _mesa_is_user_fbo(fb)) 982 return false; 983 984 return (fb->_NumColorDrawBuffers >= 1 && 985 fb->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT); 986} 987 988static inline GLuint 989_mesa_geometric_nonvalidated_samples(const struct gl_framebuffer *buffer) 990{ 991 return buffer->_HasAttachments ? 992 buffer->Visual.samples : 993 buffer->DefaultGeometry.NumSamples; 994} 995 996bool 997_mesa_is_multisample_enabled(const struct gl_context *ctx) 998{ 999 /* The sample count may not be validated by the driver, but when it is set, 1000 * we know that is in a valid range and no driver should ever validate a 1001 * multisampled framebuffer to non-multisampled and vice-versa. 1002 */ 1003 return ctx->Multisample.Enabled && 1004 ctx->DrawBuffer && 1005 _mesa_geometric_nonvalidated_samples(ctx->DrawBuffer) >= 1; 1006} 1007 1008/** 1009 * Is alpha testing enabled and applicable to the currently bound 1010 * framebuffer? 1011 */ 1012bool 1013_mesa_is_alpha_test_enabled(const struct gl_context *ctx) 1014{ 1015 bool buffer0_is_integer = ctx->DrawBuffer->_IntegerBuffers & 0x1; 1016 return (ctx->Color.AlphaEnabled && !buffer0_is_integer); 1017} 1018 1019/** 1020 * Is alpha to coverage enabled and applicable to the currently bound 1021 * framebuffer? 1022 */ 1023bool 1024_mesa_is_alpha_to_coverage_enabled(const struct gl_context *ctx) 1025{ 1026 bool buffer0_is_integer = ctx->DrawBuffer->_IntegerBuffers & 0x1; 1027 return (ctx->Multisample.SampleAlphaToCoverage && 1028 _mesa_is_multisample_enabled(ctx) && 1029 !buffer0_is_integer); 1030} 1031