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