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author | marha <marha@users.sourceforge.net> | 2010-12-28 16:10:20 +0000 |
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committer | marha <marha@users.sourceforge.net> | 2010-12-28 16:10:20 +0000 |
commit | 807c6931fe683fd844ceec1b023232181e6aae03 (patch) | |
tree | 1a131ed95fe2200d0ad33da8f7755a7ed2364adc /mesalib/src/mesa/main/framebuffer.c | |
parent | 973099dda7e49e5abe29819a7124b3b1e7bd8b92 (diff) | |
download | vcxsrv-807c6931fe683fd844ceec1b023232181e6aae03.tar.gz vcxsrv-807c6931fe683fd844ceec1b023232181e6aae03.tar.bz2 vcxsrv-807c6931fe683fd844ceec1b023232181e6aae03.zip |
xserver and mesa git update 28-12-2010
Diffstat (limited to 'mesalib/src/mesa/main/framebuffer.c')
-rw-r--r-- | mesalib/src/mesa/main/framebuffer.c | 2147 |
1 files changed, 1084 insertions, 1063 deletions
diff --git a/mesalib/src/mesa/main/framebuffer.c b/mesalib/src/mesa/main/framebuffer.c index a98c09cfb..f8c0c6379 100644 --- a/mesalib/src/mesa/main/framebuffer.c +++ b/mesalib/src/mesa/main/framebuffer.c @@ -1,1063 +1,1084 @@ -/* - * Mesa 3-D graphics library - * Version: 7.2 - * - * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. - * - * Permission is hereby granted, free of charge, to any person obtaining a - * copy of this software and associated documentation files (the "Software"), - * to deal in the Software without restriction, including without limitation - * the rights to use, copy, modify, merge, publish, distribute, sublicense, - * and/or sell copies of the Software, and to permit persons to whom the - * Software is furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included - * in all copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS - * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL - * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN - * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN - * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. - */ - - -/** - * Functions for allocating/managing framebuffers and renderbuffers. - * Also, routines for reading/writing renderbuffer data as ubytes, - * ushorts, uints, etc. - */ - - -#include "glheader.h" -#include "imports.h" -#include "buffers.h" -#include "context.h" -#include "depthstencil.h" -#include "enums.h" -#include "formats.h" -#include "macros.h" -#include "mtypes.h" -#include "fbobject.h" -#include "framebuffer.h" -#include "renderbuffer.h" -#include "texobj.h" - - - -/** - * Compute/set the _DepthMax field for the given framebuffer. - * This value depends on the Z buffer resolution. - */ -static void -compute_depth_max(struct gl_framebuffer *fb) -{ - if (fb->Visual.depthBits == 0) { - /* Special case. Even if we don't have a depth buffer we need - * good values for DepthMax for Z vertex transformation purposes - * and for per-fragment fog computation. - */ - fb->_DepthMax = (1 << 16) - 1; - } - else if (fb->Visual.depthBits < 32) { - fb->_DepthMax = (1 << fb->Visual.depthBits) - 1; - } - else { - /* Special case since shift values greater than or equal to the - * number of bits in the left hand expression's type are undefined. - */ - fb->_DepthMax = 0xffffffff; - } - fb->_DepthMaxF = (GLfloat) fb->_DepthMax; - - /* Minimum resolvable depth value, for polygon offset */ - fb->_MRD = (GLfloat)1.0 / fb->_DepthMaxF; -} - -/** - * Create and initialize a gl_framebuffer object. - * This is intended for creating _window_system_ framebuffers, not generic - * framebuffer objects ala GL_EXT_framebuffer_object. - * - * \sa _mesa_new_framebuffer - */ -struct gl_framebuffer * -_mesa_create_framebuffer(const GLvisual *visual) -{ - struct gl_framebuffer *fb = CALLOC_STRUCT(gl_framebuffer); - assert(visual); - if (fb) { - _mesa_initialize_window_framebuffer(fb, visual); - } - return fb; -} - - -/** - * Allocate a new gl_framebuffer object. - * This is the default function for ctx->Driver.NewFramebuffer(). - * This is for allocating user-created framebuffers, not window-system - * framebuffers! - * \sa _mesa_create_framebuffer - */ -struct gl_framebuffer * -_mesa_new_framebuffer(GLcontext *ctx, GLuint name) -{ - struct gl_framebuffer *fb; - (void) ctx; - assert(name != 0); - fb = CALLOC_STRUCT(gl_framebuffer); - if (fb) { - _mesa_initialize_user_framebuffer(fb, name); - } - return fb; -} - - -/** - * Initialize a gl_framebuffer object. Typically used to initialize - * window system-created framebuffers, not user-created framebuffers. - * \sa _mesa_initialize_user_framebuffer - */ -void -_mesa_initialize_window_framebuffer(struct gl_framebuffer *fb, - const GLvisual *visual) -{ - assert(fb); - assert(visual); - - memset(fb, 0, sizeof(struct gl_framebuffer)); - - _glthread_INIT_MUTEX(fb->Mutex); - - fb->RefCount = 1; - - /* save the visual */ - fb->Visual = *visual; - - /* Init read/draw renderbuffer state */ - if (visual->doubleBufferMode) { - fb->_NumColorDrawBuffers = 1; - fb->ColorDrawBuffer[0] = GL_BACK; - fb->_ColorDrawBufferIndexes[0] = BUFFER_BACK_LEFT; - fb->ColorReadBuffer = GL_BACK; - fb->_ColorReadBufferIndex = BUFFER_BACK_LEFT; - } - else { - fb->_NumColorDrawBuffers = 1; - fb->ColorDrawBuffer[0] = GL_FRONT; - fb->_ColorDrawBufferIndexes[0] = BUFFER_FRONT_LEFT; - fb->ColorReadBuffer = GL_FRONT; - fb->_ColorReadBufferIndex = BUFFER_FRONT_LEFT; - } - - fb->Delete = _mesa_destroy_framebuffer; - fb->_Status = GL_FRAMEBUFFER_COMPLETE_EXT; - - compute_depth_max(fb); -} - - -/** - * Initialize a user-created gl_framebuffer object. - * \sa _mesa_initialize_window_framebuffer - */ -void -_mesa_initialize_user_framebuffer(struct gl_framebuffer *fb, GLuint name) -{ - assert(fb); - assert(name); - - memset(fb, 0, sizeof(struct gl_framebuffer)); - - fb->Name = name; - fb->RefCount = 1; - fb->_NumColorDrawBuffers = 1; - fb->ColorDrawBuffer[0] = GL_COLOR_ATTACHMENT0_EXT; - fb->_ColorDrawBufferIndexes[0] = BUFFER_COLOR0; - fb->ColorReadBuffer = GL_COLOR_ATTACHMENT0_EXT; - fb->_ColorReadBufferIndex = BUFFER_COLOR0; - fb->Delete = _mesa_destroy_framebuffer; - _glthread_INIT_MUTEX(fb->Mutex); -} - - -/** - * Deallocate buffer and everything attached to it. - * Typically called via the gl_framebuffer->Delete() method. - */ -void -_mesa_destroy_framebuffer(struct gl_framebuffer *fb) -{ - if (fb) { - _mesa_free_framebuffer_data(fb); - free(fb); - } -} - - -/** - * Free all the data hanging off the given gl_framebuffer, but don't free - * the gl_framebuffer object itself. - */ -void -_mesa_free_framebuffer_data(struct gl_framebuffer *fb) -{ - GLuint i; - - assert(fb); - assert(fb->RefCount == 0); - - _glthread_DESTROY_MUTEX(fb->Mutex); - - for (i = 0; i < BUFFER_COUNT; i++) { - struct gl_renderbuffer_attachment *att = &fb->Attachment[i]; - if (att->Renderbuffer) { - _mesa_reference_renderbuffer(&att->Renderbuffer, NULL); - } - if (att->Texture) { - _mesa_reference_texobj(&att->Texture, NULL); - } - ASSERT(!att->Renderbuffer); - ASSERT(!att->Texture); - att->Type = GL_NONE; - } - - /* unbind _Depth/_StencilBuffer to decr ref counts */ - _mesa_reference_renderbuffer(&fb->_DepthBuffer, NULL); - _mesa_reference_renderbuffer(&fb->_StencilBuffer, NULL); -} - - -/** - * Set *ptr to point to fb, with refcounting and locking. - */ -void -_mesa_reference_framebuffer(struct gl_framebuffer **ptr, - struct gl_framebuffer *fb) -{ - assert(ptr); - if (*ptr == fb) { - /* no change */ - return; - } - - if (*ptr) { - /* unreference old renderbuffer */ - GLboolean deleteFlag = GL_FALSE; - struct gl_framebuffer *oldFb = *ptr; - - _glthread_LOCK_MUTEX(oldFb->Mutex); - ASSERT(oldFb->RefCount > 0); - oldFb->RefCount--; - deleteFlag = (oldFb->RefCount == 0); - _glthread_UNLOCK_MUTEX(oldFb->Mutex); - - if (deleteFlag) - oldFb->Delete(oldFb); - - *ptr = NULL; - } - assert(!*ptr); - - if (fb) { - _glthread_LOCK_MUTEX(fb->Mutex); - fb->RefCount++; - _glthread_UNLOCK_MUTEX(fb->Mutex); - *ptr = fb; - } -} - - -/** - * Resize the given framebuffer's renderbuffers to the new width and height. - * This should only be used for window-system framebuffers, not - * user-created renderbuffers (i.e. made with GL_EXT_framebuffer_object). - * This will typically be called via ctx->Driver.ResizeBuffers() or directly - * from a device driver. - * - * \note it's possible for ctx to be null since a window can be resized - * without a currently bound rendering context. - */ -void -_mesa_resize_framebuffer(GLcontext *ctx, struct gl_framebuffer *fb, - GLuint width, GLuint height) -{ - GLuint i; - - /* XXX I think we could check if the size is not changing - * and return early. - */ - - /* For window system framebuffers, Name is zero */ - assert(fb->Name == 0); - - for (i = 0; i < BUFFER_COUNT; i++) { - struct gl_renderbuffer_attachment *att = &fb->Attachment[i]; - if (att->Type == GL_RENDERBUFFER_EXT && att->Renderbuffer) { - struct gl_renderbuffer *rb = att->Renderbuffer; - /* only resize if size is changing */ - if (rb->Width != width || rb->Height != height) { - if (rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height)) { - ASSERT(rb->Width == width); - ASSERT(rb->Height == height); - } - else { - _mesa_error(ctx, GL_OUT_OF_MEMORY, "Resizing framebuffer"); - /* no return */ - } - } - } - } - - if (fb->_DepthBuffer) { - struct gl_renderbuffer *rb = fb->_DepthBuffer; - if (rb->Width != width || rb->Height != height) { - if (!rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height)) { - _mesa_error(ctx, GL_OUT_OF_MEMORY, "Resizing framebuffer"); - } - } - } - - if (fb->_StencilBuffer) { - struct gl_renderbuffer *rb = fb->_StencilBuffer; - if (rb->Width != width || rb->Height != height) { - if (!rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height)) { - _mesa_error(ctx, GL_OUT_OF_MEMORY, "Resizing framebuffer"); - } - } - } - - fb->Width = width; - fb->Height = height; - - if (ctx) { - /* update scissor / window bounds */ - _mesa_update_draw_buffer_bounds(ctx); - /* Signal new buffer state so that swrast will update its clipping - * info (the CLIP_BIT flag). - */ - ctx->NewState |= _NEW_BUFFERS; - } -} - - - -/** - * XXX THIS IS OBSOLETE - drivers should take care of detecting window - * size changes and act accordingly, likely calling _mesa_resize_framebuffer(). - * - * GL_MESA_resize_buffers extension. - * - * When this function is called, we'll ask the window system how large - * the current window is. If it's a new size, we'll call the driver's - * ResizeBuffers function. The driver will then resize its color buffers - * as needed, and maybe call the swrast's routine for reallocating - * swrast-managed depth/stencil/accum/etc buffers. - * \note This function should only be called through the GL API, not - * from device drivers (as was done in the past). - */ -void -_mesa_resizebuffers( GLcontext *ctx ) -{ - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx ); - - if (MESA_VERBOSE & VERBOSE_API) - _mesa_debug(ctx, "glResizeBuffersMESA\n"); - - if (!ctx->Driver.GetBufferSize) { - return; - } - - if (ctx->WinSysDrawBuffer) { - GLuint newWidth, newHeight; - GLframebuffer *buffer = ctx->WinSysDrawBuffer; - - assert(buffer->Name == 0); - - /* ask device driver for size of output buffer */ - ctx->Driver.GetBufferSize( buffer, &newWidth, &newHeight ); - - /* see if size of device driver's color buffer (window) has changed */ - if (buffer->Width != newWidth || buffer->Height != newHeight) { - if (ctx->Driver.ResizeBuffers) - ctx->Driver.ResizeBuffers(ctx, buffer, newWidth, newHeight ); - } - } - - if (ctx->WinSysReadBuffer - && ctx->WinSysReadBuffer != ctx->WinSysDrawBuffer) { - GLuint newWidth, newHeight; - GLframebuffer *buffer = ctx->WinSysReadBuffer; - - assert(buffer->Name == 0); - - /* ask device driver for size of read buffer */ - ctx->Driver.GetBufferSize( buffer, &newWidth, &newHeight ); - - /* see if size of device driver's color buffer (window) has changed */ - if (buffer->Width != newWidth || buffer->Height != newHeight) { - if (ctx->Driver.ResizeBuffers) - ctx->Driver.ResizeBuffers(ctx, buffer, newWidth, newHeight ); - } - } - - ctx->NewState |= _NEW_BUFFERS; /* to update scissor / window bounds */ -} - - -/* - * XXX THIS IS OBSOLETE - */ -void GLAPIENTRY -_mesa_ResizeBuffersMESA( void ) -{ - GET_CURRENT_CONTEXT(ctx); - - if (ctx->Extensions.MESA_resize_buffers) - _mesa_resizebuffers( ctx ); -} - - - -/** - * Examine all the framebuffer's renderbuffers to update the Width/Height - * fields of the framebuffer. If we have renderbuffers with different - * sizes, set the framebuffer's width and height to the min size. - * Note: this is only intended for user-created framebuffers, not - * window-system framebuffes. - */ -static void -update_framebuffer_size(GLcontext *ctx, struct gl_framebuffer *fb) -{ - GLuint minWidth = ~0, minHeight = ~0; - GLuint i; - - /* user-created framebuffers only */ - assert(fb->Name); - - for (i = 0; i < BUFFER_COUNT; i++) { - struct gl_renderbuffer_attachment *att = &fb->Attachment[i]; - const struct gl_renderbuffer *rb = att->Renderbuffer; - if (rb) { - minWidth = MIN2(minWidth, rb->Width); - minHeight = MIN2(minHeight, rb->Height); - } - } - - if (minWidth != ~0) { - fb->Width = minWidth; - fb->Height = minHeight; - } - else { - fb->Width = 0; - fb->Height = 0; - } -} - - -/** - * Update the context's current drawing buffer's Xmin, Xmax, Ymin, Ymax fields. - * These values are computed from the buffer's width and height and - * the scissor box, if it's enabled. - * \param ctx the GL context. - */ -void -_mesa_update_draw_buffer_bounds(GLcontext *ctx) -{ - struct gl_framebuffer *buffer = ctx->DrawBuffer; - - if (!buffer) - return; - - if (buffer->Name) { - /* user-created framebuffer size depends on the renderbuffers */ - update_framebuffer_size(ctx, buffer); - } - - buffer->_Xmin = 0; - buffer->_Ymin = 0; - buffer->_Xmax = buffer->Width; - buffer->_Ymax = buffer->Height; - - if (ctx->Scissor.Enabled) { - if (ctx->Scissor.X > buffer->_Xmin) { - buffer->_Xmin = ctx->Scissor.X; - } - if (ctx->Scissor.Y > buffer->_Ymin) { - buffer->_Ymin = ctx->Scissor.Y; - } - if (ctx->Scissor.X + ctx->Scissor.Width < buffer->_Xmax) { - buffer->_Xmax = ctx->Scissor.X + ctx->Scissor.Width; - } - if (ctx->Scissor.Y + ctx->Scissor.Height < buffer->_Ymax) { - buffer->_Ymax = ctx->Scissor.Y + ctx->Scissor.Height; - } - /* finally, check for empty region */ - if (buffer->_Xmin > buffer->_Xmax) { - buffer->_Xmin = buffer->_Xmax; - } - if (buffer->_Ymin > buffer->_Ymax) { - buffer->_Ymin = buffer->_Ymax; - } - } - - ASSERT(buffer->_Xmin <= buffer->_Xmax); - ASSERT(buffer->_Ymin <= buffer->_Ymax); -} - - -/** - * The glGet queries of the framebuffer red/green/blue size, stencil size, - * etc. are satisfied by the fields of ctx->DrawBuffer->Visual. These can - * change depending on the renderbuffer bindings. This function updates - * the given framebuffer's Visual from the current renderbuffer bindings. - * - * This may apply to user-created framebuffers or window system framebuffers. - * - * Also note: ctx->DrawBuffer->Visual.depthBits might not equal - * ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer.DepthBits. - * The former one is used to convert floating point depth values into - * integer Z values. - */ -void -_mesa_update_framebuffer_visual(struct gl_framebuffer *fb) -{ - GLuint i; - - memset(&fb->Visual, 0, sizeof(fb->Visual)); - fb->Visual.rgbMode = GL_TRUE; /* assume this */ - -#if 0 /* this _might_ be needed */ - if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) { - /* leave visual fields zero'd */ - return; - } -#endif - - /* find first RGB renderbuffer */ - for (i = 0; i < BUFFER_COUNT; i++) { - if (fb->Attachment[i].Renderbuffer) { - const struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer; - const GLenum baseFormat = _mesa_get_format_base_format(rb->Format); - const gl_format fmt = rb->Format; - - if (baseFormat == GL_RGBA || baseFormat == GL_RGB || - baseFormat == GL_ALPHA) { - fb->Visual.redBits = _mesa_get_format_bits(fmt, GL_RED_BITS); - fb->Visual.greenBits = _mesa_get_format_bits(fmt, GL_GREEN_BITS); - fb->Visual.blueBits = _mesa_get_format_bits(fmt, GL_BLUE_BITS); - fb->Visual.alphaBits = _mesa_get_format_bits(fmt, GL_ALPHA_BITS); - fb->Visual.rgbBits = fb->Visual.redBits - + fb->Visual.greenBits + fb->Visual.blueBits; - fb->Visual.floatMode = GL_FALSE; - fb->Visual.samples = rb->NumSamples; - break; - } - } - } - - if (fb->Attachment[BUFFER_DEPTH].Renderbuffer) { - const struct gl_renderbuffer *rb = - fb->Attachment[BUFFER_DEPTH].Renderbuffer; - const gl_format fmt = rb->Format; - fb->Visual.haveDepthBuffer = GL_TRUE; - fb->Visual.depthBits = _mesa_get_format_bits(fmt, GL_DEPTH_BITS); - } - - if (fb->Attachment[BUFFER_STENCIL].Renderbuffer) { - const struct gl_renderbuffer *rb = - fb->Attachment[BUFFER_STENCIL].Renderbuffer; - const gl_format fmt = rb->Format; - fb->Visual.haveStencilBuffer = GL_TRUE; - fb->Visual.stencilBits = _mesa_get_format_bits(fmt, GL_STENCIL_BITS); - } - - if (fb->Attachment[BUFFER_ACCUM].Renderbuffer) { - const struct gl_renderbuffer *rb = - fb->Attachment[BUFFER_ACCUM].Renderbuffer; - const gl_format fmt = rb->Format; - fb->Visual.haveAccumBuffer = GL_TRUE; - fb->Visual.accumRedBits = _mesa_get_format_bits(fmt, GL_RED_BITS); - fb->Visual.accumGreenBits = _mesa_get_format_bits(fmt, GL_GREEN_BITS); - fb->Visual.accumBlueBits = _mesa_get_format_bits(fmt, GL_BLUE_BITS); - fb->Visual.accumAlphaBits = _mesa_get_format_bits(fmt, GL_ALPHA_BITS); - } - - compute_depth_max(fb); -} - - -/** - * Update the framebuffer's _DepthBuffer field using the renderbuffer - * found at the given attachment index. - * - * If that attachment points to a combined GL_DEPTH_STENCIL renderbuffer, - * create and install a depth wrapper/adaptor. - * - * \param fb the framebuffer whose _DepthBuffer field to update - * \param attIndex indicates the renderbuffer to possibly wrap - */ -void -_mesa_update_depth_buffer(GLcontext *ctx, - struct gl_framebuffer *fb, - GLuint attIndex) -{ - struct gl_renderbuffer *depthRb; - - /* only one possiblity for now */ - ASSERT(attIndex == BUFFER_DEPTH); - - depthRb = fb->Attachment[attIndex].Renderbuffer; - - if (depthRb && _mesa_is_format_packed_depth_stencil(depthRb->Format)) { - /* The attached depth buffer is a GL_DEPTH_STENCIL renderbuffer */ - if (!fb->_DepthBuffer - || fb->_DepthBuffer->Wrapped != depthRb - || _mesa_get_format_base_format(fb->_DepthBuffer->Format) != GL_DEPTH_COMPONENT) { - /* need to update wrapper */ - struct gl_renderbuffer *wrapper - = _mesa_new_z24_renderbuffer_wrapper(ctx, depthRb); - _mesa_reference_renderbuffer(&fb->_DepthBuffer, wrapper); - ASSERT(fb->_DepthBuffer->Wrapped == depthRb); - } - } - else { - /* depthRb may be null */ - _mesa_reference_renderbuffer(&fb->_DepthBuffer, depthRb); - } -} - - -/** - * Update the framebuffer's _StencilBuffer field using the renderbuffer - * found at the given attachment index. - * - * If that attachment points to a combined GL_DEPTH_STENCIL renderbuffer, - * create and install a stencil wrapper/adaptor. - * - * \param fb the framebuffer whose _StencilBuffer field to update - * \param attIndex indicates the renderbuffer to possibly wrap - */ -void -_mesa_update_stencil_buffer(GLcontext *ctx, - struct gl_framebuffer *fb, - GLuint attIndex) -{ - struct gl_renderbuffer *stencilRb; - - ASSERT(attIndex == BUFFER_DEPTH || - attIndex == BUFFER_STENCIL); - - stencilRb = fb->Attachment[attIndex].Renderbuffer; - - if (stencilRb && _mesa_is_format_packed_depth_stencil(stencilRb->Format)) { - /* The attached stencil buffer is a GL_DEPTH_STENCIL renderbuffer */ - if (!fb->_StencilBuffer - || fb->_StencilBuffer->Wrapped != stencilRb - || _mesa_get_format_base_format(fb->_StencilBuffer->Format) != GL_STENCIL_INDEX) { - /* need to update wrapper */ - struct gl_renderbuffer *wrapper - = _mesa_new_s8_renderbuffer_wrapper(ctx, stencilRb); - _mesa_reference_renderbuffer(&fb->_StencilBuffer, wrapper); - ASSERT(fb->_StencilBuffer->Wrapped == stencilRb); - } - } - else { - /* stencilRb may be null */ - _mesa_reference_renderbuffer(&fb->_StencilBuffer, stencilRb); - } -} - - -/* - * Example DrawBuffers scenarios: - * - * 1. glDrawBuffer(GL_FRONT_AND_BACK), fixed-func or shader writes to - * "gl_FragColor" or program writes to the "result.color" register: - * - * fragment color output renderbuffer - * --------------------- --------------- - * color[0] Front, Back - * - * - * 2. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]), shader writes to - * gl_FragData[i] or program writes to result.color[i] registers: - * - * fragment color output renderbuffer - * --------------------- --------------- - * color[0] Front - * color[1] Aux0 - * color[3] Aux1 - * - * - * 3. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]) and shader writes to - * gl_FragColor, or fixed function: - * - * fragment color output renderbuffer - * --------------------- --------------- - * color[0] Front, Aux0, Aux1 - * - * - * In either case, the list of renderbuffers is stored in the - * framebuffer->_ColorDrawBuffers[] array and - * framebuffer->_NumColorDrawBuffers indicates the number of buffers. - * The renderer (like swrast) has to look at the current fragment shader - * to see if it writes to gl_FragColor vs. gl_FragData[i] to determine - * how to map color outputs to renderbuffers. - * - * Note that these two calls are equivalent (for fixed function fragment - * shading anyway): - * a) glDrawBuffer(GL_FRONT_AND_BACK); (assuming non-stereo framebuffer) - * b) glDrawBuffers(2, [GL_FRONT_LEFT, GL_BACK_LEFT]); - */ - - - - -/** - * Update the (derived) list of color drawing renderbuffer pointers. - * Later, when we're rendering we'll loop from 0 to _NumColorDrawBuffers - * writing colors. - */ -static void -update_color_draw_buffers(GLcontext *ctx, struct gl_framebuffer *fb) -{ - GLuint output; - - /* set 0th buffer to NULL now in case _NumColorDrawBuffers is zero */ - fb->_ColorDrawBuffers[0] = NULL; - - for (output = 0; output < fb->_NumColorDrawBuffers; output++) { - GLint buf = fb->_ColorDrawBufferIndexes[output]; - if (buf >= 0) { - fb->_ColorDrawBuffers[output] = fb->Attachment[buf].Renderbuffer; - } - else { - fb->_ColorDrawBuffers[output] = NULL; - } - } -} - - -/** - * Update the (derived) color read renderbuffer pointer. - * Unlike the DrawBuffer, we can only read from one (or zero) color buffers. - */ -static void -update_color_read_buffer(GLcontext *ctx, struct gl_framebuffer *fb) -{ - (void) ctx; - if (fb->_ColorReadBufferIndex == -1 || - fb->DeletePending || - fb->Width == 0 || - fb->Height == 0) { - fb->_ColorReadBuffer = NULL; /* legal! */ - } - else { - ASSERT(fb->_ColorReadBufferIndex >= 0); - ASSERT(fb->_ColorReadBufferIndex < BUFFER_COUNT); - fb->_ColorReadBuffer - = fb->Attachment[fb->_ColorReadBufferIndex].Renderbuffer; - } -} - - -/** - * Update a gl_framebuffer's derived state. - * - * Specifically, update these framebuffer fields: - * _ColorDrawBuffers - * _NumColorDrawBuffers - * _ColorReadBuffer - * _DepthBuffer - * _StencilBuffer - * - * If the framebuffer is user-created, make sure it's complete. - * - * The following functions (at least) can effect framebuffer state: - * glReadBuffer, glDrawBuffer, glDrawBuffersARB, glFramebufferRenderbufferEXT, - * glRenderbufferStorageEXT. - */ -static void -update_framebuffer(GLcontext *ctx, struct gl_framebuffer *fb) -{ - if (fb->Name == 0) { - /* This is a window-system framebuffer */ - /* Need to update the FB's GL_DRAW_BUFFER state to match the - * context state (GL_READ_BUFFER too). - */ - if (fb->ColorDrawBuffer[0] != ctx->Color.DrawBuffer[0]) { - _mesa_drawbuffers(ctx, ctx->Const.MaxDrawBuffers, - ctx->Color.DrawBuffer, NULL); - } - if (fb->ColorReadBuffer != ctx->Pixel.ReadBuffer) { - - } - } - else { - /* This is a user-created framebuffer. - * Completeness only matters for user-created framebuffers. - */ - if (fb->_Status != GL_FRAMEBUFFER_COMPLETE) { - _mesa_test_framebuffer_completeness(ctx, fb); - } - } - - /* Strictly speaking, we don't need to update the draw-state - * if this FB is bound as ctx->ReadBuffer (and conversely, the - * read-state if this FB is bound as ctx->DrawBuffer), but no - * harm. - */ - update_color_draw_buffers(ctx, fb); - update_color_read_buffer(ctx, fb); - _mesa_update_depth_buffer(ctx, fb, BUFFER_DEPTH); - _mesa_update_stencil_buffer(ctx, fb, BUFFER_STENCIL); - - compute_depth_max(fb); -} - - -/** - * Update state related to the current draw/read framebuffers. - */ -void -_mesa_update_framebuffer(GLcontext *ctx) -{ - struct gl_framebuffer *drawFb; - struct gl_framebuffer *readFb; - - assert(ctx); - drawFb = ctx->DrawBuffer; - readFb = ctx->ReadBuffer; - - update_framebuffer(ctx, drawFb); - if (readFb != drawFb) - update_framebuffer(ctx, readFb); -} - - -/** - * Check if the renderbuffer for a read operation (glReadPixels, glCopyPixels, - * glCopyTex[Sub]Image, etc) exists. - * \param format a basic image format such as GL_RGB, GL_RGBA, GL_ALPHA, - * GL_DEPTH_COMPONENT, etc. or GL_COLOR, GL_DEPTH, GL_STENCIL. - * \return GL_TRUE if buffer exists, GL_FALSE otherwise - */ -GLboolean -_mesa_source_buffer_exists(GLcontext *ctx, GLenum format) -{ - const struct gl_renderbuffer_attachment *att = ctx->ReadBuffer->Attachment; - - /* If we don't know the framebuffer status, update it now */ - if (ctx->ReadBuffer->_Status == 0) { - _mesa_test_framebuffer_completeness(ctx, ctx->ReadBuffer); - } - - if (ctx->ReadBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) { - return GL_FALSE; - } - - switch (format) { - case GL_COLOR: - case GL_RED: - case GL_GREEN: - case GL_BLUE: - case GL_ALPHA: - case GL_LUMINANCE: - case GL_LUMINANCE_ALPHA: - case GL_INTENSITY: - case GL_RGB: - case GL_BGR: - case GL_RGBA: - case GL_BGRA: - case GL_ABGR_EXT: - case GL_COLOR_INDEX: - if (ctx->ReadBuffer->_ColorReadBuffer == NULL) { - return GL_FALSE; - } - ASSERT(_mesa_get_format_bits(ctx->ReadBuffer->_ColorReadBuffer->Format, GL_RED_BITS) > 0 || - _mesa_get_format_bits(ctx->ReadBuffer->_ColorReadBuffer->Format, GL_ALPHA_BITS) > 0 || - _mesa_get_format_bits(ctx->ReadBuffer->_ColorReadBuffer->Format, GL_INDEX_BITS) > 0); - break; - case GL_DEPTH: - case GL_DEPTH_COMPONENT: - if (!att[BUFFER_DEPTH].Renderbuffer) { - return GL_FALSE; - } - /*ASSERT(att[BUFFER_DEPTH].Renderbuffer->DepthBits > 0);*/ - break; - case GL_STENCIL: - case GL_STENCIL_INDEX: - if (!att[BUFFER_STENCIL].Renderbuffer) { - return GL_FALSE; - } - /*ASSERT(att[BUFFER_STENCIL].Renderbuffer->StencilBits > 0);*/ - break; - case GL_DEPTH_STENCIL_EXT: - if (!att[BUFFER_DEPTH].Renderbuffer || - !att[BUFFER_STENCIL].Renderbuffer) { - return GL_FALSE; - } - /* - ASSERT(att[BUFFER_DEPTH].Renderbuffer->DepthBits > 0); - ASSERT(att[BUFFER_STENCIL].Renderbuffer->StencilBits > 0); - */ - break; - default: - _mesa_problem(ctx, - "Unexpected format 0x%x in _mesa_source_buffer_exists", - format); - return GL_FALSE; - } - - /* OK */ - return GL_TRUE; -} - - -/** - * As above, but for drawing operations. - * XXX could do some code merging w/ above function. - */ -GLboolean -_mesa_dest_buffer_exists(GLcontext *ctx, GLenum format) -{ - const struct gl_renderbuffer_attachment *att = ctx->DrawBuffer->Attachment; - - /* If we don't know the framebuffer status, update it now */ - if (ctx->DrawBuffer->_Status == 0) { - _mesa_test_framebuffer_completeness(ctx, ctx->DrawBuffer); - } - - if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) { - return GL_FALSE; - } - - switch (format) { - case GL_COLOR: - case GL_RED: - case GL_GREEN: - case GL_BLUE: - case GL_ALPHA: - case GL_LUMINANCE: - case GL_LUMINANCE_ALPHA: - case GL_INTENSITY: - case GL_RGB: - case GL_BGR: - case GL_RGBA: - case GL_BGRA: - case GL_ABGR_EXT: - case GL_COLOR_INDEX: - /* Nothing special since GL_DRAW_BUFFER could be GL_NONE. */ - /* Could assert that colorbuffer has RedBits > 0 */ - break; - case GL_DEPTH: - case GL_DEPTH_COMPONENT: - if (!att[BUFFER_DEPTH].Renderbuffer) { - return GL_FALSE; - } - /*ASSERT(att[BUFFER_DEPTH].Renderbuffer->DepthBits > 0);*/ - break; - case GL_STENCIL: - case GL_STENCIL_INDEX: - if (!att[BUFFER_STENCIL].Renderbuffer) { - return GL_FALSE; - } - /*ASSERT(att[BUFFER_STENCIL].Renderbuffer->StencilBits > 0);*/ - break; - case GL_DEPTH_STENCIL_EXT: - if (!att[BUFFER_DEPTH].Renderbuffer || - !att[BUFFER_STENCIL].Renderbuffer) { - return GL_FALSE; - } - /* - ASSERT(att[BUFFER_DEPTH].Renderbuffer->DepthBits > 0); - ASSERT(att[BUFFER_STENCIL].Renderbuffer->StencilBits > 0); - */ - break; - default: - _mesa_problem(ctx, - "Unexpected format 0x%x in _mesa_dest_buffer_exists", - format); - return GL_FALSE; - } - - /* OK */ - return GL_TRUE; -} - - -/** - * Used to answer the GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES query. - */ -GLenum -_mesa_get_color_read_format(GLcontext *ctx) -{ - switch (ctx->ReadBuffer->_ColorReadBuffer->Format) { - case MESA_FORMAT_ARGB8888: - return GL_BGRA; - case MESA_FORMAT_RGB565: - return GL_BGR; - default: - return GL_RGBA; - } -} - - -/** - * Used to answer the GL_IMPLEMENTATION_COLOR_READ_TYPE_OES query. - */ -GLenum -_mesa_get_color_read_type(GLcontext *ctx) -{ - switch (ctx->ReadBuffer->_ColorReadBuffer->Format) { - case MESA_FORMAT_ARGB8888: - return GL_UNSIGNED_BYTE; - case MESA_FORMAT_RGB565: - return GL_UNSIGNED_SHORT_5_6_5_REV; - default: - return GL_UNSIGNED_BYTE; - } -} - - -/** - * Print framebuffer info to stderr, for debugging. - */ -void -_mesa_print_framebuffer(const struct gl_framebuffer *fb) -{ - GLuint i; - - fprintf(stderr, "Mesa Framebuffer %u at %p\n", fb->Name, (void *) fb); - fprintf(stderr, " Size: %u x %u Status: %s\n", fb->Width, fb->Height, - _mesa_lookup_enum_by_nr(fb->_Status)); - fprintf(stderr, " Attachments:\n"); - - for (i = 0; i < BUFFER_COUNT; i++) { - const struct gl_renderbuffer_attachment *att = &fb->Attachment[i]; - if (att->Type == GL_TEXTURE) { - const struct gl_texture_image *texImage; - fprintf(stderr, - " %2d: Texture %u, level %u, face %u, slice %u, complete %d\n", - i, att->Texture->Name, att->TextureLevel, att->CubeMapFace, - att->Zoffset, att->Complete); - texImage = att->Texture->Image[att->CubeMapFace][att->TextureLevel]; - fprintf(stderr, " Size: %u x %u x %u Format %s\n", - texImage->Width, texImage->Height, texImage->Depth, - _mesa_get_format_name(texImage->TexFormat)); - } - else if (att->Type == GL_RENDERBUFFER) { - fprintf(stderr, " %2d: Renderbuffer %u, complete %d\n", - i, att->Renderbuffer->Name, att->Complete); - fprintf(stderr, " Size: %u x %u Format %s\n", - att->Renderbuffer->Width, att->Renderbuffer->Height, - _mesa_get_format_name(att->Renderbuffer->Format)); - } - else { - fprintf(stderr, " %2d: none\n", i); - } - } -} +/*
+ * Mesa 3-D graphics library
+ * Version: 7.2
+ *
+ * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+
+/**
+ * Functions for allocating/managing framebuffers and renderbuffers.
+ * Also, routines for reading/writing renderbuffer data as ubytes,
+ * ushorts, uints, etc.
+ */
+
+
+#include "glheader.h"
+#include "imports.h"
+#include "buffers.h"
+#include "context.h"
+#include "depthstencil.h"
+#include "enums.h"
+#include "formats.h"
+#include "macros.h"
+#include "mtypes.h"
+#include "fbobject.h"
+#include "framebuffer.h"
+#include "renderbuffer.h"
+#include "texobj.h"
+
+
+
+/**
+ * Compute/set the _DepthMax field for the given framebuffer.
+ * This value depends on the Z buffer resolution.
+ */
+static void
+compute_depth_max(struct gl_framebuffer *fb)
+{
+ if (fb->Visual.depthBits == 0) {
+ /* Special case. Even if we don't have a depth buffer we need
+ * good values for DepthMax for Z vertex transformation purposes
+ * and for per-fragment fog computation.
+ */
+ fb->_DepthMax = (1 << 16) - 1;
+ }
+ else if (fb->Visual.depthBits < 32) {
+ fb->_DepthMax = (1 << fb->Visual.depthBits) - 1;
+ }
+ else {
+ /* Special case since shift values greater than or equal to the
+ * number of bits in the left hand expression's type are undefined.
+ */
+ fb->_DepthMax = 0xffffffff;
+ }
+ fb->_DepthMaxF = (GLfloat) fb->_DepthMax;
+
+ /* Minimum resolvable depth value, for polygon offset */
+ fb->_MRD = (GLfloat)1.0 / fb->_DepthMaxF;
+}
+
+/**
+ * Create and initialize a gl_framebuffer object.
+ * This is intended for creating _window_system_ framebuffers, not generic
+ * framebuffer objects ala GL_EXT_framebuffer_object.
+ *
+ * \sa _mesa_new_framebuffer
+ */
+struct gl_framebuffer *
+_mesa_create_framebuffer(const struct gl_config *visual)
+{
+ struct gl_framebuffer *fb = CALLOC_STRUCT(gl_framebuffer);
+ assert(visual);
+ if (fb) {
+ _mesa_initialize_window_framebuffer(fb, visual);
+ }
+ return fb;
+}
+
+
+/**
+ * Allocate a new gl_framebuffer object.
+ * This is the default function for ctx->Driver.NewFramebuffer().
+ * This is for allocating user-created framebuffers, not window-system
+ * framebuffers!
+ * \sa _mesa_create_framebuffer
+ */
+struct gl_framebuffer *
+_mesa_new_framebuffer(struct gl_context *ctx, GLuint name)
+{
+ struct gl_framebuffer *fb;
+ (void) ctx;
+ assert(name != 0);
+ fb = CALLOC_STRUCT(gl_framebuffer);
+ if (fb) {
+ _mesa_initialize_user_framebuffer(fb, name);
+ }
+ return fb;
+}
+
+
+/**
+ * Initialize a gl_framebuffer object. Typically used to initialize
+ * window system-created framebuffers, not user-created framebuffers.
+ * \sa _mesa_initialize_user_framebuffer
+ */
+void
+_mesa_initialize_window_framebuffer(struct gl_framebuffer *fb,
+ const struct gl_config *visual)
+{
+ assert(fb);
+ assert(visual);
+
+ memset(fb, 0, sizeof(struct gl_framebuffer));
+
+ _glthread_INIT_MUTEX(fb->Mutex);
+
+ fb->RefCount = 1;
+
+ /* save the visual */
+ fb->Visual = *visual;
+
+ /* Init read/draw renderbuffer state */
+ if (visual->doubleBufferMode) {
+ fb->_NumColorDrawBuffers = 1;
+ fb->ColorDrawBuffer[0] = GL_BACK;
+ fb->_ColorDrawBufferIndexes[0] = BUFFER_BACK_LEFT;
+ fb->ColorReadBuffer = GL_BACK;
+ fb->_ColorReadBufferIndex = BUFFER_BACK_LEFT;
+ }
+ else {
+ fb->_NumColorDrawBuffers = 1;
+ fb->ColorDrawBuffer[0] = GL_FRONT;
+ fb->_ColorDrawBufferIndexes[0] = BUFFER_FRONT_LEFT;
+ fb->ColorReadBuffer = GL_FRONT;
+ fb->_ColorReadBufferIndex = BUFFER_FRONT_LEFT;
+ }
+
+ fb->Delete = _mesa_destroy_framebuffer;
+ fb->_Status = GL_FRAMEBUFFER_COMPLETE_EXT;
+
+ compute_depth_max(fb);
+}
+
+
+/**
+ * Initialize a user-created gl_framebuffer object.
+ * \sa _mesa_initialize_window_framebuffer
+ */
+void
+_mesa_initialize_user_framebuffer(struct gl_framebuffer *fb, GLuint name)
+{
+ assert(fb);
+ assert(name);
+
+ memset(fb, 0, sizeof(struct gl_framebuffer));
+
+ fb->Name = name;
+ fb->RefCount = 1;
+ fb->_NumColorDrawBuffers = 1;
+ fb->ColorDrawBuffer[0] = GL_COLOR_ATTACHMENT0_EXT;
+ fb->_ColorDrawBufferIndexes[0] = BUFFER_COLOR0;
+ fb->ColorReadBuffer = GL_COLOR_ATTACHMENT0_EXT;
+ fb->_ColorReadBufferIndex = BUFFER_COLOR0;
+ fb->Delete = _mesa_destroy_framebuffer;
+ _glthread_INIT_MUTEX(fb->Mutex);
+}
+
+
+/**
+ * Deallocate buffer and everything attached to it.
+ * Typically called via the gl_framebuffer->Delete() method.
+ */
+void
+_mesa_destroy_framebuffer(struct gl_framebuffer *fb)
+{
+ if (fb) {
+ _mesa_free_framebuffer_data(fb);
+ free(fb);
+ }
+}
+
+
+/**
+ * Free all the data hanging off the given gl_framebuffer, but don't free
+ * the gl_framebuffer object itself.
+ */
+void
+_mesa_free_framebuffer_data(struct gl_framebuffer *fb)
+{
+ GLuint i;
+
+ assert(fb);
+ assert(fb->RefCount == 0);
+
+ _glthread_DESTROY_MUTEX(fb->Mutex);
+
+ for (i = 0; i < BUFFER_COUNT; i++) {
+ struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
+ if (att->Renderbuffer) {
+ _mesa_reference_renderbuffer(&att->Renderbuffer, NULL);
+ }
+ if (att->Texture) {
+ _mesa_reference_texobj(&att->Texture, NULL);
+ }
+ ASSERT(!att->Renderbuffer);
+ ASSERT(!att->Texture);
+ att->Type = GL_NONE;
+ }
+
+ /* unbind _Depth/_StencilBuffer to decr ref counts */
+ _mesa_reference_renderbuffer(&fb->_DepthBuffer, NULL);
+ _mesa_reference_renderbuffer(&fb->_StencilBuffer, NULL);
+}
+
+
+/**
+ * Set *ptr to point to fb, with refcounting and locking.
+ */
+void
+_mesa_reference_framebuffer(struct gl_framebuffer **ptr,
+ struct gl_framebuffer *fb)
+{
+ assert(ptr);
+ if (*ptr == fb) {
+ /* no change */
+ return;
+ }
+
+ if (*ptr) {
+ /* unreference old renderbuffer */
+ GLboolean deleteFlag = GL_FALSE;
+ struct gl_framebuffer *oldFb = *ptr;
+
+ _glthread_LOCK_MUTEX(oldFb->Mutex);
+ ASSERT(oldFb->RefCount > 0);
+ oldFb->RefCount--;
+ deleteFlag = (oldFb->RefCount == 0);
+ _glthread_UNLOCK_MUTEX(oldFb->Mutex);
+
+ if (deleteFlag)
+ oldFb->Delete(oldFb);
+
+ *ptr = NULL;
+ }
+ assert(!*ptr);
+
+ if (fb) {
+ _glthread_LOCK_MUTEX(fb->Mutex);
+ fb->RefCount++;
+ _glthread_UNLOCK_MUTEX(fb->Mutex);
+ *ptr = fb;
+ }
+}
+
+
+/**
+ * Resize the given framebuffer's renderbuffers to the new width and height.
+ * This should only be used for window-system framebuffers, not
+ * user-created renderbuffers (i.e. made with GL_EXT_framebuffer_object).
+ * This will typically be called via ctx->Driver.ResizeBuffers() or directly
+ * from a device driver.
+ *
+ * \note it's possible for ctx to be null since a window can be resized
+ * without a currently bound rendering context.
+ */
+void
+_mesa_resize_framebuffer(struct gl_context *ctx, struct gl_framebuffer *fb,
+ GLuint width, GLuint height)
+{
+ GLuint i;
+
+ /* XXX I think we could check if the size is not changing
+ * and return early.
+ */
+
+ /* For window system framebuffers, Name is zero */
+ assert(fb->Name == 0);
+
+ for (i = 0; i < BUFFER_COUNT; i++) {
+ struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
+ if (att->Type == GL_RENDERBUFFER_EXT && att->Renderbuffer) {
+ struct gl_renderbuffer *rb = att->Renderbuffer;
+ /* only resize if size is changing */
+ if (rb->Width != width || rb->Height != height) {
+ if (rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height)) {
+ ASSERT(rb->Width == width);
+ ASSERT(rb->Height == height);
+ }
+ else {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "Resizing framebuffer");
+ /* no return */
+ }
+ }
+ }
+ }
+
+ if (fb->_DepthBuffer) {
+ struct gl_renderbuffer *rb = fb->_DepthBuffer;
+ if (rb->Width != width || rb->Height != height) {
+ if (!rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height)) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "Resizing framebuffer");
+ }
+ }
+ }
+
+ if (fb->_StencilBuffer) {
+ struct gl_renderbuffer *rb = fb->_StencilBuffer;
+ if (rb->Width != width || rb->Height != height) {
+ if (!rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height)) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "Resizing framebuffer");
+ }
+ }
+ }
+
+ fb->Width = width;
+ fb->Height = height;
+
+ if (ctx) {
+ /* update scissor / window bounds */
+ _mesa_update_draw_buffer_bounds(ctx);
+ /* Signal new buffer state so that swrast will update its clipping
+ * info (the CLIP_BIT flag).
+ */
+ ctx->NewState |= _NEW_BUFFERS;
+ }
+}
+
+
+
+/**
+ * XXX THIS IS OBSOLETE - drivers should take care of detecting window
+ * size changes and act accordingly, likely calling _mesa_resize_framebuffer().
+ *
+ * GL_MESA_resize_buffers extension.
+ *
+ * When this function is called, we'll ask the window system how large
+ * the current window is. If it's a new size, we'll call the driver's
+ * ResizeBuffers function. The driver will then resize its color buffers
+ * as needed, and maybe call the swrast's routine for reallocating
+ * swrast-managed depth/stencil/accum/etc buffers.
+ * \note This function should only be called through the GL API, not
+ * from device drivers (as was done in the past).
+ */
+void
+_mesa_resizebuffers( struct gl_context *ctx )
+{
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx );
+
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "glResizeBuffersMESA\n");
+
+ if (!ctx->Driver.GetBufferSize) {
+ return;
+ }
+
+ if (ctx->WinSysDrawBuffer) {
+ GLuint newWidth, newHeight;
+ struct gl_framebuffer *buffer = ctx->WinSysDrawBuffer;
+
+ assert(buffer->Name == 0);
+
+ /* ask device driver for size of output buffer */
+ ctx->Driver.GetBufferSize( buffer, &newWidth, &newHeight );
+
+ /* see if size of device driver's color buffer (window) has changed */
+ if (buffer->Width != newWidth || buffer->Height != newHeight) {
+ if (ctx->Driver.ResizeBuffers)
+ ctx->Driver.ResizeBuffers(ctx, buffer, newWidth, newHeight );
+ }
+ }
+
+ if (ctx->WinSysReadBuffer
+ && ctx->WinSysReadBuffer != ctx->WinSysDrawBuffer) {
+ GLuint newWidth, newHeight;
+ struct gl_framebuffer *buffer = ctx->WinSysReadBuffer;
+
+ assert(buffer->Name == 0);
+
+ /* ask device driver for size of read buffer */
+ ctx->Driver.GetBufferSize( buffer, &newWidth, &newHeight );
+
+ /* see if size of device driver's color buffer (window) has changed */
+ if (buffer->Width != newWidth || buffer->Height != newHeight) {
+ if (ctx->Driver.ResizeBuffers)
+ ctx->Driver.ResizeBuffers(ctx, buffer, newWidth, newHeight );
+ }
+ }
+
+ ctx->NewState |= _NEW_BUFFERS; /* to update scissor / window bounds */
+}
+
+
+/*
+ * XXX THIS IS OBSOLETE
+ */
+void GLAPIENTRY
+_mesa_ResizeBuffersMESA( void )
+{
+ GET_CURRENT_CONTEXT(ctx);
+
+ if (ctx->Extensions.MESA_resize_buffers)
+ _mesa_resizebuffers( ctx );
+}
+
+
+
+/**
+ * Examine all the framebuffer's renderbuffers to update the Width/Height
+ * fields of the framebuffer. If we have renderbuffers with different
+ * sizes, set the framebuffer's width and height to the min size.
+ * Note: this is only intended for user-created framebuffers, not
+ * window-system framebuffes.
+ */
+static void
+update_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb)
+{
+ GLuint minWidth = ~0, minHeight = ~0;
+ GLuint i;
+
+ /* user-created framebuffers only */
+ assert(fb->Name);
+
+ for (i = 0; i < BUFFER_COUNT; i++) {
+ struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
+ const struct gl_renderbuffer *rb = att->Renderbuffer;
+ if (rb) {
+ minWidth = MIN2(minWidth, rb->Width);
+ minHeight = MIN2(minHeight, rb->Height);
+ }
+ }
+
+ if (minWidth != ~0) {
+ fb->Width = minWidth;
+ fb->Height = minHeight;
+ }
+ else {
+ fb->Width = 0;
+ fb->Height = 0;
+ }
+}
+
+
+/**
+ * Update the context's current drawing buffer's Xmin, Xmax, Ymin, Ymax fields.
+ * These values are computed from the buffer's width and height and
+ * the scissor box, if it's enabled.
+ * \param ctx the GL context.
+ */
+void
+_mesa_update_draw_buffer_bounds(struct gl_context *ctx)
+{
+ struct gl_framebuffer *buffer = ctx->DrawBuffer;
+
+ if (!buffer)
+ return;
+
+ if (buffer->Name) {
+ /* user-created framebuffer size depends on the renderbuffers */
+ update_framebuffer_size(ctx, buffer);
+ }
+
+ buffer->_Xmin = 0;
+ buffer->_Ymin = 0;
+ buffer->_Xmax = buffer->Width;
+ buffer->_Ymax = buffer->Height;
+
+ if (ctx->Scissor.Enabled) {
+ if (ctx->Scissor.X > buffer->_Xmin) {
+ buffer->_Xmin = ctx->Scissor.X;
+ }
+ if (ctx->Scissor.Y > buffer->_Ymin) {
+ buffer->_Ymin = ctx->Scissor.Y;
+ }
+ if (ctx->Scissor.X + ctx->Scissor.Width < buffer->_Xmax) {
+ buffer->_Xmax = ctx->Scissor.X + ctx->Scissor.Width;
+ }
+ if (ctx->Scissor.Y + ctx->Scissor.Height < buffer->_Ymax) {
+ buffer->_Ymax = ctx->Scissor.Y + ctx->Scissor.Height;
+ }
+ /* finally, check for empty region */
+ if (buffer->_Xmin > buffer->_Xmax) {
+ buffer->_Xmin = buffer->_Xmax;
+ }
+ if (buffer->_Ymin > buffer->_Ymax) {
+ buffer->_Ymin = buffer->_Ymax;
+ }
+ }
+
+ ASSERT(buffer->_Xmin <= buffer->_Xmax);
+ ASSERT(buffer->_Ymin <= buffer->_Ymax);
+}
+
+
+/**
+ * The glGet queries of the framebuffer red/green/blue size, stencil size,
+ * etc. are satisfied by the fields of ctx->DrawBuffer->Visual. These can
+ * change depending on the renderbuffer bindings. This function updates
+ * the given framebuffer's Visual from the current renderbuffer bindings.
+ *
+ * This may apply to user-created framebuffers or window system framebuffers.
+ *
+ * Also note: ctx->DrawBuffer->Visual.depthBits might not equal
+ * ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer.DepthBits.
+ * The former one is used to convert floating point depth values into
+ * integer Z values.
+ */
+void
+_mesa_update_framebuffer_visual(struct gl_framebuffer *fb)
+{
+ GLuint i;
+
+ memset(&fb->Visual, 0, sizeof(fb->Visual));
+ fb->Visual.rgbMode = GL_TRUE; /* assume this */
+
+#if 0 /* this _might_ be needed */
+ if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
+ /* leave visual fields zero'd */
+ return;
+ }
+#endif
+
+ /* find first RGB renderbuffer */
+ for (i = 0; i < BUFFER_COUNT; i++) {
+ if (fb->Attachment[i].Renderbuffer) {
+ const struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer;
+ const GLenum baseFormat = _mesa_get_format_base_format(rb->Format);
+ const gl_format fmt = rb->Format;
+
+ if (baseFormat == GL_RGBA || baseFormat == GL_RGB ||
+ baseFormat == GL_ALPHA) {
+ fb->Visual.redBits = _mesa_get_format_bits(fmt, GL_RED_BITS);
+ fb->Visual.greenBits = _mesa_get_format_bits(fmt, GL_GREEN_BITS);
+ fb->Visual.blueBits = _mesa_get_format_bits(fmt, GL_BLUE_BITS);
+ fb->Visual.alphaBits = _mesa_get_format_bits(fmt, GL_ALPHA_BITS);
+ fb->Visual.rgbBits = fb->Visual.redBits
+ + fb->Visual.greenBits + fb->Visual.blueBits;
+ fb->Visual.floatMode = GL_FALSE;
+ fb->Visual.samples = rb->NumSamples;
+ break;
+ }
+ }
+ }
+
+ if (fb->Attachment[BUFFER_DEPTH].Renderbuffer) {
+ const struct gl_renderbuffer *rb =
+ fb->Attachment[BUFFER_DEPTH].Renderbuffer;
+ const gl_format fmt = rb->Format;
+ fb->Visual.haveDepthBuffer = GL_TRUE;
+ fb->Visual.depthBits = _mesa_get_format_bits(fmt, GL_DEPTH_BITS);
+ }
+
+ if (fb->Attachment[BUFFER_STENCIL].Renderbuffer) {
+ const struct gl_renderbuffer *rb =
+ fb->Attachment[BUFFER_STENCIL].Renderbuffer;
+ const gl_format fmt = rb->Format;
+ fb->Visual.haveStencilBuffer = GL_TRUE;
+ fb->Visual.stencilBits = _mesa_get_format_bits(fmt, GL_STENCIL_BITS);
+ }
+
+ if (fb->Attachment[BUFFER_ACCUM].Renderbuffer) {
+ const struct gl_renderbuffer *rb =
+ fb->Attachment[BUFFER_ACCUM].Renderbuffer;
+ const gl_format fmt = rb->Format;
+ fb->Visual.haveAccumBuffer = GL_TRUE;
+ fb->Visual.accumRedBits = _mesa_get_format_bits(fmt, GL_RED_BITS);
+ fb->Visual.accumGreenBits = _mesa_get_format_bits(fmt, GL_GREEN_BITS);
+ fb->Visual.accumBlueBits = _mesa_get_format_bits(fmt, GL_BLUE_BITS);
+ fb->Visual.accumAlphaBits = _mesa_get_format_bits(fmt, GL_ALPHA_BITS);
+ }
+
+ compute_depth_max(fb);
+}
+
+
+/**
+ * Update the framebuffer's _DepthBuffer field using the renderbuffer
+ * found at the given attachment index.
+ *
+ * If that attachment points to a combined GL_DEPTH_STENCIL renderbuffer,
+ * create and install a depth wrapper/adaptor.
+ *
+ * \param fb the framebuffer whose _DepthBuffer field to update
+ * \param attIndex indicates the renderbuffer to possibly wrap
+ */
+void
+_mesa_update_depth_buffer(struct gl_context *ctx,
+ struct gl_framebuffer *fb,
+ GLuint attIndex)
+{
+ struct gl_renderbuffer *depthRb;
+
+ /* only one possiblity for now */
+ ASSERT(attIndex == BUFFER_DEPTH);
+
+ depthRb = fb->Attachment[attIndex].Renderbuffer;
+
+ if (depthRb && _mesa_is_format_packed_depth_stencil(depthRb->Format)) {
+ /* The attached depth buffer is a GL_DEPTH_STENCIL renderbuffer */
+ if (!fb->_DepthBuffer
+ || fb->_DepthBuffer->Wrapped != depthRb
+ || _mesa_get_format_base_format(fb->_DepthBuffer->Format) != GL_DEPTH_COMPONENT) {
+ /* need to update wrapper */
+ struct gl_renderbuffer *wrapper
+ = _mesa_new_z24_renderbuffer_wrapper(ctx, depthRb);
+ _mesa_reference_renderbuffer(&fb->_DepthBuffer, wrapper);
+ ASSERT(fb->_DepthBuffer->Wrapped == depthRb);
+ }
+ }
+ else {
+ /* depthRb may be null */
+ _mesa_reference_renderbuffer(&fb->_DepthBuffer, depthRb);
+ }
+}
+
+
+/**
+ * Update the framebuffer's _StencilBuffer field using the renderbuffer
+ * found at the given attachment index.
+ *
+ * If that attachment points to a combined GL_DEPTH_STENCIL renderbuffer,
+ * create and install a stencil wrapper/adaptor.
+ *
+ * \param fb the framebuffer whose _StencilBuffer field to update
+ * \param attIndex indicates the renderbuffer to possibly wrap
+ */
+void
+_mesa_update_stencil_buffer(struct gl_context *ctx,
+ struct gl_framebuffer *fb,
+ GLuint attIndex)
+{
+ struct gl_renderbuffer *stencilRb;
+
+ ASSERT(attIndex == BUFFER_DEPTH ||
+ attIndex == BUFFER_STENCIL);
+
+ stencilRb = fb->Attachment[attIndex].Renderbuffer;
+
+ if (stencilRb && _mesa_is_format_packed_depth_stencil(stencilRb->Format)) {
+ /* The attached stencil buffer is a GL_DEPTH_STENCIL renderbuffer */
+ if (!fb->_StencilBuffer
+ || fb->_StencilBuffer->Wrapped != stencilRb
+ || _mesa_get_format_base_format(fb->_StencilBuffer->Format) != GL_STENCIL_INDEX) {
+ /* need to update wrapper */
+ struct gl_renderbuffer *wrapper
+ = _mesa_new_s8_renderbuffer_wrapper(ctx, stencilRb);
+ _mesa_reference_renderbuffer(&fb->_StencilBuffer, wrapper);
+ ASSERT(fb->_StencilBuffer->Wrapped == stencilRb);
+ }
+ }
+ else {
+ /* stencilRb may be null */
+ _mesa_reference_renderbuffer(&fb->_StencilBuffer, stencilRb);
+ }
+}
+
+
+/*
+ * Example DrawBuffers scenarios:
+ *
+ * 1. glDrawBuffer(GL_FRONT_AND_BACK), fixed-func or shader writes to
+ * "gl_FragColor" or program writes to the "result.color" register:
+ *
+ * fragment color output renderbuffer
+ * --------------------- ---------------
+ * color[0] Front, Back
+ *
+ *
+ * 2. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]), shader writes to
+ * gl_FragData[i] or program writes to result.color[i] registers:
+ *
+ * fragment color output renderbuffer
+ * --------------------- ---------------
+ * color[0] Front
+ * color[1] Aux0
+ * color[3] Aux1
+ *
+ *
+ * 3. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]) and shader writes to
+ * gl_FragColor, or fixed function:
+ *
+ * fragment color output renderbuffer
+ * --------------------- ---------------
+ * color[0] Front, Aux0, Aux1
+ *
+ *
+ * In either case, the list of renderbuffers is stored in the
+ * framebuffer->_ColorDrawBuffers[] array and
+ * framebuffer->_NumColorDrawBuffers indicates the number of buffers.
+ * The renderer (like swrast) has to look at the current fragment shader
+ * to see if it writes to gl_FragColor vs. gl_FragData[i] to determine
+ * how to map color outputs to renderbuffers.
+ *
+ * Note that these two calls are equivalent (for fixed function fragment
+ * shading anyway):
+ * a) glDrawBuffer(GL_FRONT_AND_BACK); (assuming non-stereo framebuffer)
+ * b) glDrawBuffers(2, [GL_FRONT_LEFT, GL_BACK_LEFT]);
+ */
+
+
+
+
+/**
+ * Update the (derived) list of color drawing renderbuffer pointers.
+ * Later, when we're rendering we'll loop from 0 to _NumColorDrawBuffers
+ * writing colors.
+ */
+static void
+update_color_draw_buffers(struct gl_context *ctx, struct gl_framebuffer *fb)
+{
+ GLuint output;
+
+ /* set 0th buffer to NULL now in case _NumColorDrawBuffers is zero */
+ fb->_ColorDrawBuffers[0] = NULL;
+
+ for (output = 0; output < fb->_NumColorDrawBuffers; output++) {
+ GLint buf = fb->_ColorDrawBufferIndexes[output];
+ if (buf >= 0) {
+ fb->_ColorDrawBuffers[output] = fb->Attachment[buf].Renderbuffer;
+ }
+ else {
+ fb->_ColorDrawBuffers[output] = NULL;
+ }
+ }
+}
+
+
+/**
+ * Update the (derived) color read renderbuffer pointer.
+ * Unlike the DrawBuffer, we can only read from one (or zero) color buffers.
+ */
+static void
+update_color_read_buffer(struct gl_context *ctx, struct gl_framebuffer *fb)
+{
+ (void) ctx;
+ if (fb->_ColorReadBufferIndex == -1 ||
+ fb->DeletePending ||
+ fb->Width == 0 ||
+ fb->Height == 0) {
+ fb->_ColorReadBuffer = NULL; /* legal! */
+ }
+ else {
+ ASSERT(fb->_ColorReadBufferIndex >= 0);
+ ASSERT(fb->_ColorReadBufferIndex < BUFFER_COUNT);
+ fb->_ColorReadBuffer
+ = fb->Attachment[fb->_ColorReadBufferIndex].Renderbuffer;
+ }
+}
+
+
+/**
+ * Update a gl_framebuffer's derived state.
+ *
+ * Specifically, update these framebuffer fields:
+ * _ColorDrawBuffers
+ * _NumColorDrawBuffers
+ * _ColorReadBuffer
+ * _DepthBuffer
+ * _StencilBuffer
+ *
+ * If the framebuffer is user-created, make sure it's complete.
+ *
+ * The following functions (at least) can effect framebuffer state:
+ * glReadBuffer, glDrawBuffer, glDrawBuffersARB, glFramebufferRenderbufferEXT,
+ * glRenderbufferStorageEXT.
+ */
+static void
+update_framebuffer(struct gl_context *ctx, struct gl_framebuffer *fb)
+{
+ if (fb->Name == 0) {
+ /* This is a window-system framebuffer */
+ /* Need to update the FB's GL_DRAW_BUFFER state to match the
+ * context state (GL_READ_BUFFER too).
+ */
+ if (fb->ColorDrawBuffer[0] != ctx->Color.DrawBuffer[0]) {
+ _mesa_drawbuffers(ctx, ctx->Const.MaxDrawBuffers,
+ ctx->Color.DrawBuffer, NULL);
+ }
+ if (fb->ColorReadBuffer != ctx->Pixel.ReadBuffer) {
+
+ }
+ }
+ else {
+ /* This is a user-created framebuffer.
+ * Completeness only matters for user-created framebuffers.
+ */
+ if (fb->_Status != GL_FRAMEBUFFER_COMPLETE) {
+ _mesa_test_framebuffer_completeness(ctx, fb);
+ }
+ }
+
+ /* Strictly speaking, we don't need to update the draw-state
+ * if this FB is bound as ctx->ReadBuffer (and conversely, the
+ * read-state if this FB is bound as ctx->DrawBuffer), but no
+ * harm.
+ */
+ update_color_draw_buffers(ctx, fb);
+ update_color_read_buffer(ctx, fb);
+ _mesa_update_depth_buffer(ctx, fb, BUFFER_DEPTH);
+ _mesa_update_stencil_buffer(ctx, fb, BUFFER_STENCIL);
+
+ compute_depth_max(fb);
+}
+
+
+/**
+ * Update state related to the current draw/read framebuffers.
+ */
+void
+_mesa_update_framebuffer(struct gl_context *ctx)
+{
+ struct gl_framebuffer *drawFb;
+ struct gl_framebuffer *readFb;
+
+ assert(ctx);
+ drawFb = ctx->DrawBuffer;
+ readFb = ctx->ReadBuffer;
+
+ update_framebuffer(ctx, drawFb);
+ if (readFb != drawFb)
+ update_framebuffer(ctx, readFb);
+}
+
+
+/**
+ * Check if the renderbuffer for a read operation (glReadPixels, glCopyPixels,
+ * glCopyTex[Sub]Image, etc) exists.
+ * \param format a basic image format such as GL_RGB, GL_RGBA, GL_ALPHA,
+ * GL_DEPTH_COMPONENT, etc. or GL_COLOR, GL_DEPTH, GL_STENCIL.
+ * \return GL_TRUE if buffer exists, GL_FALSE otherwise
+ */
+GLboolean
+_mesa_source_buffer_exists(struct gl_context *ctx, GLenum format)
+{
+ const struct gl_renderbuffer_attachment *att = ctx->ReadBuffer->Attachment;
+
+ /* If we don't know the framebuffer status, update it now */
+ if (ctx->ReadBuffer->_Status == 0) {
+ _mesa_test_framebuffer_completeness(ctx, ctx->ReadBuffer);
+ }
+
+ if (ctx->ReadBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
+ return GL_FALSE;
+ }
+
+ switch (format) {
+ case GL_COLOR:
+ case GL_RED:
+ case GL_GREEN:
+ case GL_BLUE:
+ case GL_ALPHA:
+ case GL_LUMINANCE:
+ case GL_LUMINANCE_ALPHA:
+ case GL_INTENSITY:
+ case GL_RG:
+ case GL_RGB:
+ case GL_BGR:
+ case GL_RGBA:
+ case GL_BGRA:
+ case GL_ABGR_EXT:
+ case GL_COLOR_INDEX:
+ case GL_RED_INTEGER_EXT:
+ case GL_GREEN_INTEGER_EXT:
+ case GL_BLUE_INTEGER_EXT:
+ case GL_ALPHA_INTEGER_EXT:
+ case GL_RGB_INTEGER_EXT:
+ case GL_RGBA_INTEGER_EXT:
+ case GL_BGR_INTEGER_EXT:
+ case GL_BGRA_INTEGER_EXT:
+ case GL_LUMINANCE_INTEGER_EXT:
+ case GL_LUMINANCE_ALPHA_INTEGER_EXT:
+ if (ctx->ReadBuffer->_ColorReadBuffer == NULL) {
+ return GL_FALSE;
+ }
+ ASSERT(_mesa_get_format_bits(ctx->ReadBuffer->_ColorReadBuffer->Format, GL_RED_BITS) > 0 ||
+ _mesa_get_format_bits(ctx->ReadBuffer->_ColorReadBuffer->Format, GL_ALPHA_BITS) > 0 ||
+ _mesa_get_format_bits(ctx->ReadBuffer->_ColorReadBuffer->Format, GL_INDEX_BITS) > 0);
+ break;
+ case GL_DEPTH:
+ case GL_DEPTH_COMPONENT:
+ if (!att[BUFFER_DEPTH].Renderbuffer) {
+ return GL_FALSE;
+ }
+ /*ASSERT(att[BUFFER_DEPTH].Renderbuffer->DepthBits > 0);*/
+ break;
+ case GL_STENCIL:
+ case GL_STENCIL_INDEX:
+ if (!att[BUFFER_STENCIL].Renderbuffer) {
+ return GL_FALSE;
+ }
+ /*ASSERT(att[BUFFER_STENCIL].Renderbuffer->StencilBits > 0);*/
+ break;
+ case GL_DEPTH_STENCIL_EXT:
+ if (!att[BUFFER_DEPTH].Renderbuffer ||
+ !att[BUFFER_STENCIL].Renderbuffer) {
+ return GL_FALSE;
+ }
+ /*
+ ASSERT(att[BUFFER_DEPTH].Renderbuffer->DepthBits > 0);
+ ASSERT(att[BUFFER_STENCIL].Renderbuffer->StencilBits > 0);
+ */
+ break;
+ default:
+ _mesa_problem(ctx,
+ "Unexpected format 0x%x in _mesa_source_buffer_exists",
+ format);
+ return GL_FALSE;
+ }
+
+ /* OK */
+ return GL_TRUE;
+}
+
+
+/**
+ * As above, but for drawing operations.
+ * XXX could do some code merging w/ above function.
+ */
+GLboolean
+_mesa_dest_buffer_exists(struct gl_context *ctx, GLenum format)
+{
+ const struct gl_renderbuffer_attachment *att = ctx->DrawBuffer->Attachment;
+
+ /* If we don't know the framebuffer status, update it now */
+ if (ctx->DrawBuffer->_Status == 0) {
+ _mesa_test_framebuffer_completeness(ctx, ctx->DrawBuffer);
+ }
+
+ if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
+ return GL_FALSE;
+ }
+
+ switch (format) {
+ case GL_COLOR:
+ case GL_RED:
+ case GL_GREEN:
+ case GL_BLUE:
+ case GL_ALPHA:
+ case GL_LUMINANCE:
+ case GL_LUMINANCE_ALPHA:
+ case GL_INTENSITY:
+ case GL_RGB:
+ case GL_BGR:
+ case GL_RGBA:
+ case GL_BGRA:
+ case GL_ABGR_EXT:
+ case GL_COLOR_INDEX:
+ case GL_RED_INTEGER_EXT:
+ case GL_GREEN_INTEGER_EXT:
+ case GL_BLUE_INTEGER_EXT:
+ case GL_ALPHA_INTEGER_EXT:
+ case GL_RGB_INTEGER_EXT:
+ case GL_RGBA_INTEGER_EXT:
+ case GL_BGR_INTEGER_EXT:
+ case GL_BGRA_INTEGER_EXT:
+ case GL_LUMINANCE_INTEGER_EXT:
+ case GL_LUMINANCE_ALPHA_INTEGER_EXT:
+ /* Nothing special since GL_DRAW_BUFFER could be GL_NONE. */
+ /* Could assert that colorbuffer has RedBits > 0 */
+ break;
+ case GL_DEPTH:
+ case GL_DEPTH_COMPONENT:
+ if (!att[BUFFER_DEPTH].Renderbuffer) {
+ return GL_FALSE;
+ }
+ /*ASSERT(att[BUFFER_DEPTH].Renderbuffer->DepthBits > 0);*/
+ break;
+ case GL_STENCIL:
+ case GL_STENCIL_INDEX:
+ if (!att[BUFFER_STENCIL].Renderbuffer) {
+ return GL_FALSE;
+ }
+ /*ASSERT(att[BUFFER_STENCIL].Renderbuffer->StencilBits > 0);*/
+ break;
+ case GL_DEPTH_STENCIL_EXT:
+ if (!att[BUFFER_DEPTH].Renderbuffer ||
+ !att[BUFFER_STENCIL].Renderbuffer) {
+ return GL_FALSE;
+ }
+ /*
+ ASSERT(att[BUFFER_DEPTH].Renderbuffer->DepthBits > 0);
+ ASSERT(att[BUFFER_STENCIL].Renderbuffer->StencilBits > 0);
+ */
+ break;
+ default:
+ _mesa_problem(ctx,
+ "Unexpected format 0x%x in _mesa_dest_buffer_exists",
+ format);
+ return GL_FALSE;
+ }
+
+ /* OK */
+ return GL_TRUE;
+}
+
+
+/**
+ * Used to answer the GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES query.
+ */
+GLenum
+_mesa_get_color_read_format(struct gl_context *ctx)
+{
+ switch (ctx->ReadBuffer->_ColorReadBuffer->Format) {
+ case MESA_FORMAT_ARGB8888:
+ return GL_BGRA;
+ case MESA_FORMAT_RGB565:
+ return GL_BGR;
+ default:
+ return GL_RGBA;
+ }
+}
+
+
+/**
+ * Used to answer the GL_IMPLEMENTATION_COLOR_READ_TYPE_OES query.
+ */
+GLenum
+_mesa_get_color_read_type(struct gl_context *ctx)
+{
+ switch (ctx->ReadBuffer->_ColorReadBuffer->Format) {
+ case MESA_FORMAT_ARGB8888:
+ return GL_UNSIGNED_BYTE;
+ case MESA_FORMAT_RGB565:
+ return GL_UNSIGNED_SHORT_5_6_5_REV;
+ default:
+ return GL_UNSIGNED_BYTE;
+ }
+}
+
+
+/**
+ * Print framebuffer info to stderr, for debugging.
+ */
+void
+_mesa_print_framebuffer(const struct gl_framebuffer *fb)
+{
+ GLuint i;
+
+ fprintf(stderr, "Mesa Framebuffer %u at %p\n", fb->Name, (void *) fb);
+ fprintf(stderr, " Size: %u x %u Status: %s\n", fb->Width, fb->Height,
+ _mesa_lookup_enum_by_nr(fb->_Status));
+ fprintf(stderr, " Attachments:\n");
+
+ for (i = 0; i < BUFFER_COUNT; i++) {
+ const struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
+ if (att->Type == GL_TEXTURE) {
+ const struct gl_texture_image *texImage;
+ fprintf(stderr,
+ " %2d: Texture %u, level %u, face %u, slice %u, complete %d\n",
+ i, att->Texture->Name, att->TextureLevel, att->CubeMapFace,
+ att->Zoffset, att->Complete);
+ texImage = att->Texture->Image[att->CubeMapFace][att->TextureLevel];
+ fprintf(stderr, " Size: %u x %u x %u Format %s\n",
+ texImage->Width, texImage->Height, texImage->Depth,
+ _mesa_get_format_name(texImage->TexFormat));
+ }
+ else if (att->Type == GL_RENDERBUFFER) {
+ fprintf(stderr, " %2d: Renderbuffer %u, complete %d\n",
+ i, att->Renderbuffer->Name, att->Complete);
+ fprintf(stderr, " Size: %u x %u Format %s\n",
+ att->Renderbuffer->Width, att->Renderbuffer->Height,
+ _mesa_get_format_name(att->Renderbuffer->Format));
+ }
+ else {
+ fprintf(stderr, " %2d: none\n", i);
+ }
+ }
+}
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