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Diffstat (limited to 'mesalib/src/mesa/main/framebuffer.c')
-rw-r--r-- | mesalib/src/mesa/main/framebuffer.c | 961 |
1 files changed, 961 insertions, 0 deletions
diff --git a/mesalib/src/mesa/main/framebuffer.c b/mesalib/src/mesa/main/framebuffer.c new file mode 100644 index 000000000..dc79b8ca6 --- /dev/null +++ b/mesalib/src/mesa/main/framebuffer.c @@ -0,0 +1,961 @@ +/* + * 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 "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_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) { + 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); + } + return fb; +} + + +/** + * Initialize a gl_framebuffer object. Typically used to initialize + * window system-created framebuffers, not user-created framebuffers. + * \sa _mesa_create_framebuffer + */ +void +_mesa_initialize_framebuffer(struct gl_framebuffer *fb, const GLvisual *visual) +{ + assert(fb); + assert(visual); + + _mesa_bzero(fb, 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); +} + + +/** + * 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); + _mesa_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) { + /* could just as well pass rb->_ActualFormat here */ + 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; + + _mesa_bzero(&fb->Visual, 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 or CI renderbuffer */ + for (i = 0; i < BUFFER_COUNT; i++) { + if (fb->Attachment[i].Renderbuffer) { + const struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer; + if (rb->_BaseFormat == GL_RGBA || rb->_BaseFormat == GL_RGB) { + fb->Visual.redBits = rb->RedBits; + fb->Visual.greenBits = rb->GreenBits; + fb->Visual.blueBits = rb->BlueBits; + fb->Visual.alphaBits = rb->AlphaBits; + fb->Visual.rgbBits = fb->Visual.redBits + + fb->Visual.greenBits + fb->Visual.blueBits; + fb->Visual.floatMode = GL_FALSE; + fb->Visual.samples = rb->NumSamples; + break; + } + else if (rb->_BaseFormat == GL_COLOR_INDEX) { + fb->Visual.indexBits = rb->IndexBits; + fb->Visual.rgbMode = GL_FALSE; + break; + } + } + } + + if (fb->Attachment[BUFFER_DEPTH].Renderbuffer) { + fb->Visual.haveDepthBuffer = GL_TRUE; + fb->Visual.depthBits + = fb->Attachment[BUFFER_DEPTH].Renderbuffer->DepthBits; + } + + if (fb->Attachment[BUFFER_STENCIL].Renderbuffer) { + fb->Visual.haveStencilBuffer = GL_TRUE; + fb->Visual.stencilBits + = fb->Attachment[BUFFER_STENCIL].Renderbuffer->StencilBits; + } + + if (fb->Attachment[BUFFER_ACCUM].Renderbuffer) { + fb->Visual.haveAccumBuffer = GL_TRUE; + fb->Visual.accumRedBits + = fb->Attachment[BUFFER_ACCUM].Renderbuffer->RedBits; + fb->Visual.accumGreenBits + = fb->Attachment[BUFFER_ACCUM].Renderbuffer->GreenBits; + fb->Visual.accumBlueBits + = fb->Attachment[BUFFER_ACCUM].Renderbuffer->BlueBits; + fb->Visual.accumAlphaBits + = fb->Attachment[BUFFER_ACCUM].Renderbuffer->AlphaBits; + } + + 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 && depthRb->_ActualFormat == GL_DEPTH24_STENCIL8_EXT) { + /* The attached depth buffer is a GL_DEPTH_STENCIL renderbuffer */ + if (!fb->_DepthBuffer + || fb->_DepthBuffer->Wrapped != depthRb + || fb->_DepthBuffer->_BaseFormat != 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 && stencilRb->_ActualFormat == GL_DEPTH24_STENCIL8_EXT) { + /* The attached stencil buffer is a GL_DEPTH_STENCIL renderbuffer */ + if (!fb->_StencilBuffer + || fb->_StencilBuffer->Wrapped != stencilRb + || fb->_StencilBuffer->_BaseFormat != 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 = ctx->DrawBuffer; + struct gl_framebuffer *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(ctx->ReadBuffer->_ColorReadBuffer->RedBits > 0 || + ctx->ReadBuffer->_ColorReadBuffer->IndexBits > 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; +} |