2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
27 * Functions for allocating/managing framebuffers and renderbuffers.
28 * Also, routines for reading/writing renderbuffer data as ubytes,
29 * ushorts, uints, etc.
37 #include "depthstencil.h"
43 #include "framebuffer.h"
44 #include "renderbuffer.h"
50 * Compute/set the _DepthMax field for the given framebuffer.
51 * This value depends on the Z buffer resolution.
54 compute_depth_max(struct gl_framebuffer *fb)
56 if (fb->Visual.depthBits == 0) {
57 /* Special case. Even if we don't have a depth buffer we need
58 * good values for DepthMax for Z vertex transformation purposes
59 * and for per-fragment fog computation.
61 fb->_DepthMax = (1 << 16) - 1;
63 else if (fb->Visual.depthBits < 32) {
64 fb->_DepthMax = (1 << fb->Visual.depthBits) - 1;
67 /* Special case since shift values greater than or equal to the
68 * number of bits in the left hand expression's type are undefined.
70 fb->_DepthMax = 0xffffffff;
72 fb->_DepthMaxF = (GLfloat) fb->_DepthMax;
74 /* Minimum resolvable depth value, for polygon offset */
75 fb->_MRD = (GLfloat)1.0 / fb->_DepthMaxF;
79 * Create and initialize a gl_framebuffer object.
80 * This is intended for creating _window_system_ framebuffers, not generic
81 * framebuffer objects ala GL_EXT_framebuffer_object.
83 * \sa _mesa_new_framebuffer
85 struct gl_framebuffer *
86 _mesa_create_framebuffer(const struct gl_config *visual)
88 struct gl_framebuffer *fb = CALLOC_STRUCT(gl_framebuffer);
91 _mesa_initialize_window_framebuffer(fb, visual);
98 * Allocate a new gl_framebuffer object.
99 * This is the default function for ctx->Driver.NewFramebuffer().
100 * This is for allocating user-created framebuffers, not window-system
102 * \sa _mesa_create_framebuffer
104 struct gl_framebuffer *
105 _mesa_new_framebuffer(struct gl_context *ctx, GLuint name)
107 struct gl_framebuffer *fb;
110 fb = CALLOC_STRUCT(gl_framebuffer);
112 _mesa_initialize_user_framebuffer(fb, name);
119 * Initialize a gl_framebuffer object. Typically used to initialize
120 * window system-created framebuffers, not user-created framebuffers.
121 * \sa _mesa_initialize_user_framebuffer
124 _mesa_initialize_window_framebuffer(struct gl_framebuffer *fb,
125 const struct gl_config *visual)
130 memset(fb, 0, sizeof(struct gl_framebuffer));
132 _glthread_INIT_MUTEX(fb->Mutex);
136 /* save the visual */
137 fb->Visual = *visual;
139 /* Init read/draw renderbuffer state */
140 if (visual->doubleBufferMode) {
141 fb->_NumColorDrawBuffers = 1;
142 fb->ColorDrawBuffer[0] = GL_BACK;
143 fb->_ColorDrawBufferIndexes[0] = BUFFER_BACK_LEFT;
144 fb->ColorReadBuffer = GL_BACK;
145 fb->_ColorReadBufferIndex = BUFFER_BACK_LEFT;
148 fb->_NumColorDrawBuffers = 1;
149 fb->ColorDrawBuffer[0] = GL_FRONT;
150 fb->_ColorDrawBufferIndexes[0] = BUFFER_FRONT_LEFT;
151 fb->ColorReadBuffer = GL_FRONT;
152 fb->_ColorReadBufferIndex = BUFFER_FRONT_LEFT;
155 fb->Delete = _mesa_destroy_framebuffer;
156 fb->_Status = GL_FRAMEBUFFER_COMPLETE_EXT;
158 compute_depth_max(fb);
163 * Initialize a user-created gl_framebuffer object.
164 * \sa _mesa_initialize_window_framebuffer
167 _mesa_initialize_user_framebuffer(struct gl_framebuffer *fb, GLuint name)
172 memset(fb, 0, sizeof(struct gl_framebuffer));
176 fb->_NumColorDrawBuffers = 1;
177 fb->ColorDrawBuffer[0] = GL_COLOR_ATTACHMENT0_EXT;
178 fb->_ColorDrawBufferIndexes[0] = BUFFER_COLOR0;
179 fb->ColorReadBuffer = GL_COLOR_ATTACHMENT0_EXT;
180 fb->_ColorReadBufferIndex = BUFFER_COLOR0;
181 fb->Delete = _mesa_destroy_framebuffer;
182 _glthread_INIT_MUTEX(fb->Mutex);
187 * Deallocate buffer and everything attached to it.
188 * Typically called via the gl_framebuffer->Delete() method.
191 _mesa_destroy_framebuffer(struct gl_framebuffer *fb)
194 _mesa_free_framebuffer_data(fb);
201 * Free all the data hanging off the given gl_framebuffer, but don't free
202 * the gl_framebuffer object itself.
205 _mesa_free_framebuffer_data(struct gl_framebuffer *fb)
210 assert(fb->RefCount == 0);
212 _glthread_DESTROY_MUTEX(fb->Mutex);
214 for (i = 0; i < BUFFER_COUNT; i++) {
215 struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
216 if (att->Renderbuffer) {
217 _mesa_reference_renderbuffer(&att->Renderbuffer, NULL);
220 _mesa_reference_texobj(&att->Texture, NULL);
222 ASSERT(!att->Renderbuffer);
223 ASSERT(!att->Texture);
227 /* unbind _Depth/_StencilBuffer to decr ref counts */
228 _mesa_reference_renderbuffer(&fb->_DepthBuffer, NULL);
229 _mesa_reference_renderbuffer(&fb->_StencilBuffer, NULL);
234 * Set *ptr to point to fb, with refcounting and locking.
237 _mesa_reference_framebuffer(struct gl_framebuffer **ptr,
238 struct gl_framebuffer *fb)
247 /* unreference old renderbuffer */
248 GLboolean deleteFlag = GL_FALSE;
249 struct gl_framebuffer *oldFb = *ptr;
251 _glthread_LOCK_MUTEX(oldFb->Mutex);
252 ASSERT(oldFb->RefCount > 0);
254 deleteFlag = (oldFb->RefCount == 0);
255 _glthread_UNLOCK_MUTEX(oldFb->Mutex);
258 oldFb->Delete(oldFb);
265 _glthread_LOCK_MUTEX(fb->Mutex);
267 _glthread_UNLOCK_MUTEX(fb->Mutex);
274 * Resize the given framebuffer's renderbuffers to the new width and height.
275 * This should only be used for window-system framebuffers, not
276 * user-created renderbuffers (i.e. made with GL_EXT_framebuffer_object).
277 * This will typically be called via ctx->Driver.ResizeBuffers() or directly
278 * from a device driver.
280 * \note it's possible for ctx to be null since a window can be resized
281 * without a currently bound rendering context.
284 _mesa_resize_framebuffer(struct gl_context *ctx, struct gl_framebuffer *fb,
285 GLuint width, GLuint height)
289 /* XXX I think we could check if the size is not changing
293 /* For window system framebuffers, Name is zero */
294 assert(fb->Name == 0);
296 for (i = 0; i < BUFFER_COUNT; i++) {
297 struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
298 if (att->Type == GL_RENDERBUFFER_EXT && att->Renderbuffer) {
299 struct gl_renderbuffer *rb = att->Renderbuffer;
300 /* only resize if size is changing */
301 if (rb->Width != width || rb->Height != height) {
302 if (rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height)) {
303 ASSERT(rb->Width == width);
304 ASSERT(rb->Height == height);
307 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Resizing framebuffer");
314 if (fb->_DepthBuffer) {
315 struct gl_renderbuffer *rb = fb->_DepthBuffer;
316 if (rb->Width != width || rb->Height != height) {
317 if (!rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height)) {
318 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Resizing framebuffer");
323 if (fb->_StencilBuffer) {
324 struct gl_renderbuffer *rb = fb->_StencilBuffer;
325 if (rb->Width != width || rb->Height != height) {
326 if (!rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height)) {
327 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Resizing framebuffer");
336 /* update scissor / window bounds */
337 _mesa_update_draw_buffer_bounds(ctx);
338 /* Signal new buffer state so that swrast will update its clipping
339 * info (the CLIP_BIT flag).
341 ctx->NewState |= _NEW_BUFFERS;
348 * XXX THIS IS OBSOLETE - drivers should take care of detecting window
349 * size changes and act accordingly, likely calling _mesa_resize_framebuffer().
351 * GL_MESA_resize_buffers extension.
353 * When this function is called, we'll ask the window system how large
354 * the current window is. If it's a new size, we'll call the driver's
355 * ResizeBuffers function. The driver will then resize its color buffers
356 * as needed, and maybe call the swrast's routine for reallocating
357 * swrast-managed depth/stencil/accum/etc buffers.
358 * \note This function should only be called through the GL API, not
359 * from device drivers (as was done in the past).
362 _mesa_resizebuffers( struct gl_context *ctx )
364 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx );
366 if (MESA_VERBOSE & VERBOSE_API)
367 _mesa_debug(ctx, "glResizeBuffersMESA\n");
369 if (!ctx->Driver.GetBufferSize) {
373 if (ctx->WinSysDrawBuffer) {
374 GLuint newWidth, newHeight;
375 struct gl_framebuffer *buffer = ctx->WinSysDrawBuffer;
377 assert(buffer->Name == 0);
379 /* ask device driver for size of output buffer */
380 ctx->Driver.GetBufferSize( buffer, &newWidth, &newHeight );
382 /* see if size of device driver's color buffer (window) has changed */
383 if (buffer->Width != newWidth || buffer->Height != newHeight) {
384 if (ctx->Driver.ResizeBuffers)
385 ctx->Driver.ResizeBuffers(ctx, buffer, newWidth, newHeight );
389 if (ctx->WinSysReadBuffer
390 && ctx->WinSysReadBuffer != ctx->WinSysDrawBuffer) {
391 GLuint newWidth, newHeight;
392 struct gl_framebuffer *buffer = ctx->WinSysReadBuffer;
394 assert(buffer->Name == 0);
396 /* ask device driver for size of read buffer */
397 ctx->Driver.GetBufferSize( buffer, &newWidth, &newHeight );
399 /* see if size of device driver's color buffer (window) has changed */
400 if (buffer->Width != newWidth || buffer->Height != newHeight) {
401 if (ctx->Driver.ResizeBuffers)
402 ctx->Driver.ResizeBuffers(ctx, buffer, newWidth, newHeight );
406 ctx->NewState |= _NEW_BUFFERS; /* to update scissor / window bounds */
411 * XXX THIS IS OBSOLETE
414 _mesa_ResizeBuffersMESA( void )
416 GET_CURRENT_CONTEXT(ctx);
418 if (ctx->Extensions.MESA_resize_buffers)
419 _mesa_resizebuffers( ctx );
425 * Examine all the framebuffer's renderbuffers to update the Width/Height
426 * fields of the framebuffer. If we have renderbuffers with different
427 * sizes, set the framebuffer's width and height to the min size.
428 * Note: this is only intended for user-created framebuffers, not
429 * window-system framebuffes.
432 update_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb)
434 GLuint minWidth = ~0, minHeight = ~0;
437 /* user-created framebuffers only */
440 for (i = 0; i < BUFFER_COUNT; i++) {
441 struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
442 const struct gl_renderbuffer *rb = att->Renderbuffer;
444 minWidth = MIN2(minWidth, rb->Width);
445 minHeight = MIN2(minHeight, rb->Height);
449 if (minWidth != ~0) {
450 fb->Width = minWidth;
451 fb->Height = minHeight;
461 * Update the context's current drawing buffer's Xmin, Xmax, Ymin, Ymax fields.
462 * These values are computed from the buffer's width and height and
463 * the scissor box, if it's enabled.
464 * \param ctx the GL context.
467 _mesa_update_draw_buffer_bounds(struct gl_context *ctx)
469 struct gl_framebuffer *buffer = ctx->DrawBuffer;
475 /* user-created framebuffer size depends on the renderbuffers */
476 update_framebuffer_size(ctx, buffer);
481 buffer->_Xmax = buffer->Width;
482 buffer->_Ymax = buffer->Height;
484 if (ctx->Scissor.Enabled) {
485 if (ctx->Scissor.X > buffer->_Xmin) {
486 buffer->_Xmin = ctx->Scissor.X;
488 if (ctx->Scissor.Y > buffer->_Ymin) {
489 buffer->_Ymin = ctx->Scissor.Y;
491 if (ctx->Scissor.X + ctx->Scissor.Width < buffer->_Xmax) {
492 buffer->_Xmax = ctx->Scissor.X + ctx->Scissor.Width;
494 if (ctx->Scissor.Y + ctx->Scissor.Height < buffer->_Ymax) {
495 buffer->_Ymax = ctx->Scissor.Y + ctx->Scissor.Height;
497 /* finally, check for empty region */
498 if (buffer->_Xmin > buffer->_Xmax) {
499 buffer->_Xmin = buffer->_Xmax;
501 if (buffer->_Ymin > buffer->_Ymax) {
502 buffer->_Ymin = buffer->_Ymax;
506 ASSERT(buffer->_Xmin <= buffer->_Xmax);
507 ASSERT(buffer->_Ymin <= buffer->_Ymax);
512 * The glGet queries of the framebuffer red/green/blue size, stencil size,
513 * etc. are satisfied by the fields of ctx->DrawBuffer->Visual. These can
514 * change depending on the renderbuffer bindings. This function updates
515 * the given framebuffer's Visual from the current renderbuffer bindings.
517 * This may apply to user-created framebuffers or window system framebuffers.
519 * Also note: ctx->DrawBuffer->Visual.depthBits might not equal
520 * ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer.DepthBits.
521 * The former one is used to convert floating point depth values into
525 _mesa_update_framebuffer_visual(struct gl_context *ctx,
526 struct gl_framebuffer *fb)
530 memset(&fb->Visual, 0, sizeof(fb->Visual));
531 fb->Visual.rgbMode = GL_TRUE; /* assume this */
533 #if 0 /* this _might_ be needed */
534 if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
535 /* leave visual fields zero'd */
540 /* find first RGB renderbuffer */
541 for (i = 0; i < BUFFER_COUNT; i++) {
542 if (fb->Attachment[i].Renderbuffer) {
543 const struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer;
544 const GLenum baseFormat = _mesa_get_format_base_format(rb->Format);
545 const gl_format fmt = rb->Format;
547 if (_mesa_is_legal_color_format(ctx, baseFormat)) {
548 fb->Visual.redBits = _mesa_get_format_bits(fmt, GL_RED_BITS);
549 fb->Visual.greenBits = _mesa_get_format_bits(fmt, GL_GREEN_BITS);
550 fb->Visual.blueBits = _mesa_get_format_bits(fmt, GL_BLUE_BITS);
551 fb->Visual.alphaBits = _mesa_get_format_bits(fmt, GL_ALPHA_BITS);
552 fb->Visual.rgbBits = fb->Visual.redBits
553 + fb->Visual.greenBits + fb->Visual.blueBits;
554 fb->Visual.samples = rb->NumSamples;
555 if (_mesa_get_format_color_encoding(fmt) == GL_SRGB)
556 fb->Visual.sRGBCapable = ctx->Const.sRGBCapable;
562 fb->Visual.floatMode = GL_FALSE;
563 for (i = 0; i < BUFFER_COUNT; i++) {
564 if (fb->Attachment[i].Renderbuffer) {
565 const struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer;
566 const gl_format fmt = rb->Format;
568 if (_mesa_get_format_datatype(fmt) == GL_FLOAT) {
569 fb->Visual.floatMode = GL_TRUE;
575 if (fb->Attachment[BUFFER_DEPTH].Renderbuffer) {
576 const struct gl_renderbuffer *rb =
577 fb->Attachment[BUFFER_DEPTH].Renderbuffer;
578 const gl_format fmt = rb->Format;
579 fb->Visual.haveDepthBuffer = GL_TRUE;
580 fb->Visual.depthBits = _mesa_get_format_bits(fmt, GL_DEPTH_BITS);
583 if (fb->Attachment[BUFFER_STENCIL].Renderbuffer) {
584 const struct gl_renderbuffer *rb =
585 fb->Attachment[BUFFER_STENCIL].Renderbuffer;
586 const gl_format fmt = rb->Format;
587 fb->Visual.haveStencilBuffer = GL_TRUE;
588 fb->Visual.stencilBits = _mesa_get_format_bits(fmt, GL_STENCIL_BITS);
591 if (fb->Attachment[BUFFER_ACCUM].Renderbuffer) {
592 const struct gl_renderbuffer *rb =
593 fb->Attachment[BUFFER_ACCUM].Renderbuffer;
594 const gl_format fmt = rb->Format;
595 fb->Visual.haveAccumBuffer = GL_TRUE;
596 fb->Visual.accumRedBits = _mesa_get_format_bits(fmt, GL_RED_BITS);
597 fb->Visual.accumGreenBits = _mesa_get_format_bits(fmt, GL_GREEN_BITS);
598 fb->Visual.accumBlueBits = _mesa_get_format_bits(fmt, GL_BLUE_BITS);
599 fb->Visual.accumAlphaBits = _mesa_get_format_bits(fmt, GL_ALPHA_BITS);
602 compute_depth_max(fb);
607 * Update the framebuffer's _DepthBuffer field using the renderbuffer
608 * found at the given attachment index.
610 * If that attachment points to a combined GL_DEPTH_STENCIL renderbuffer,
611 * create and install a depth wrapper/adaptor.
613 * \param fb the framebuffer whose _DepthBuffer field to update
614 * \param attIndex indicates the renderbuffer to possibly wrap
617 _mesa_update_depth_buffer(struct gl_context *ctx,
618 struct gl_framebuffer *fb,
621 struct gl_renderbuffer *depthRb;
623 /* only one possiblity for now */
624 ASSERT(attIndex == BUFFER_DEPTH);
626 depthRb = fb->Attachment[attIndex].Renderbuffer;
628 if (depthRb && _mesa_is_format_packed_depth_stencil(depthRb->Format)) {
629 /* The attached depth buffer is a GL_DEPTH_STENCIL renderbuffer */
630 if (!fb->_DepthBuffer
631 || fb->_DepthBuffer->Wrapped != depthRb
632 || _mesa_get_format_base_format(fb->_DepthBuffer->Format) != GL_DEPTH_COMPONENT) {
633 /* need to update wrapper */
634 struct gl_renderbuffer *wrapper
635 = _mesa_new_z24_renderbuffer_wrapper(ctx, depthRb);
636 _mesa_reference_renderbuffer(&fb->_DepthBuffer, wrapper);
637 ASSERT(fb->_DepthBuffer->Wrapped == depthRb);
641 /* depthRb may be null */
642 _mesa_reference_renderbuffer(&fb->_DepthBuffer, depthRb);
648 * Update the framebuffer's _StencilBuffer field using the renderbuffer
649 * found at the given attachment index.
651 * If that attachment points to a combined GL_DEPTH_STENCIL renderbuffer,
652 * create and install a stencil wrapper/adaptor.
654 * \param fb the framebuffer whose _StencilBuffer field to update
655 * \param attIndex indicates the renderbuffer to possibly wrap
658 _mesa_update_stencil_buffer(struct gl_context *ctx,
659 struct gl_framebuffer *fb,
662 struct gl_renderbuffer *stencilRb;
664 ASSERT(attIndex == BUFFER_DEPTH ||
665 attIndex == BUFFER_STENCIL);
667 stencilRb = fb->Attachment[attIndex].Renderbuffer;
669 if (stencilRb && _mesa_is_format_packed_depth_stencil(stencilRb->Format)) {
670 /* The attached stencil buffer is a GL_DEPTH_STENCIL renderbuffer */
671 if (!fb->_StencilBuffer
672 || fb->_StencilBuffer->Wrapped != stencilRb
673 || _mesa_get_format_base_format(fb->_StencilBuffer->Format) != GL_STENCIL_INDEX) {
674 /* need to update wrapper */
675 struct gl_renderbuffer *wrapper
676 = _mesa_new_s8_renderbuffer_wrapper(ctx, stencilRb);
677 _mesa_reference_renderbuffer(&fb->_StencilBuffer, wrapper);
678 ASSERT(fb->_StencilBuffer->Wrapped == stencilRb);
682 /* stencilRb may be null */
683 _mesa_reference_renderbuffer(&fb->_StencilBuffer, stencilRb);
689 * Example DrawBuffers scenarios:
691 * 1. glDrawBuffer(GL_FRONT_AND_BACK), fixed-func or shader writes to
692 * "gl_FragColor" or program writes to the "result.color" register:
694 * fragment color output renderbuffer
695 * --------------------- ---------------
696 * color[0] Front, Back
699 * 2. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]), shader writes to
700 * gl_FragData[i] or program writes to result.color[i] registers:
702 * fragment color output renderbuffer
703 * --------------------- ---------------
709 * 3. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]) and shader writes to
710 * gl_FragColor, or fixed function:
712 * fragment color output renderbuffer
713 * --------------------- ---------------
714 * color[0] Front, Aux0, Aux1
717 * In either case, the list of renderbuffers is stored in the
718 * framebuffer->_ColorDrawBuffers[] array and
719 * framebuffer->_NumColorDrawBuffers indicates the number of buffers.
720 * The renderer (like swrast) has to look at the current fragment shader
721 * to see if it writes to gl_FragColor vs. gl_FragData[i] to determine
722 * how to map color outputs to renderbuffers.
724 * Note that these two calls are equivalent (for fixed function fragment
726 * a) glDrawBuffer(GL_FRONT_AND_BACK); (assuming non-stereo framebuffer)
727 * b) glDrawBuffers(2, [GL_FRONT_LEFT, GL_BACK_LEFT]);
734 * Update the (derived) list of color drawing renderbuffer pointers.
735 * Later, when we're rendering we'll loop from 0 to _NumColorDrawBuffers
739 update_color_draw_buffers(struct gl_context *ctx, struct gl_framebuffer *fb)
743 /* set 0th buffer to NULL now in case _NumColorDrawBuffers is zero */
744 fb->_ColorDrawBuffers[0] = NULL;
746 for (output = 0; output < fb->_NumColorDrawBuffers; output++) {
747 GLint buf = fb->_ColorDrawBufferIndexes[output];
749 fb->_ColorDrawBuffers[output] = fb->Attachment[buf].Renderbuffer;
752 fb->_ColorDrawBuffers[output] = NULL;
759 * Update the (derived) color read renderbuffer pointer.
760 * Unlike the DrawBuffer, we can only read from one (or zero) color buffers.
763 update_color_read_buffer(struct gl_context *ctx, struct gl_framebuffer *fb)
766 if (fb->_ColorReadBufferIndex == -1 ||
770 fb->_ColorReadBuffer = NULL; /* legal! */
773 ASSERT(fb->_ColorReadBufferIndex >= 0);
774 ASSERT(fb->_ColorReadBufferIndex < BUFFER_COUNT);
776 = fb->Attachment[fb->_ColorReadBufferIndex].Renderbuffer;
782 * Update a gl_framebuffer's derived state.
784 * Specifically, update these framebuffer fields:
786 * _NumColorDrawBuffers
791 * If the framebuffer is user-created, make sure it's complete.
793 * The following functions (at least) can effect framebuffer state:
794 * glReadBuffer, glDrawBuffer, glDrawBuffersARB, glFramebufferRenderbufferEXT,
795 * glRenderbufferStorageEXT.
798 update_framebuffer(struct gl_context *ctx, struct gl_framebuffer *fb)
801 /* This is a window-system framebuffer */
802 /* Need to update the FB's GL_DRAW_BUFFER state to match the
803 * context state (GL_READ_BUFFER too).
805 if (fb->ColorDrawBuffer[0] != ctx->Color.DrawBuffer[0]) {
806 _mesa_drawbuffers(ctx, ctx->Const.MaxDrawBuffers,
807 ctx->Color.DrawBuffer, NULL);
811 /* This is a user-created framebuffer.
812 * Completeness only matters for user-created framebuffers.
814 if (fb->_Status != GL_FRAMEBUFFER_COMPLETE) {
815 _mesa_test_framebuffer_completeness(ctx, fb);
819 /* Strictly speaking, we don't need to update the draw-state
820 * if this FB is bound as ctx->ReadBuffer (and conversely, the
821 * read-state if this FB is bound as ctx->DrawBuffer), but no
824 update_color_draw_buffers(ctx, fb);
825 update_color_read_buffer(ctx, fb);
826 _mesa_update_depth_buffer(ctx, fb, BUFFER_DEPTH);
827 _mesa_update_stencil_buffer(ctx, fb, BUFFER_STENCIL);
829 compute_depth_max(fb);
834 * Update state related to the current draw/read framebuffers.
837 _mesa_update_framebuffer(struct gl_context *ctx)
839 struct gl_framebuffer *drawFb;
840 struct gl_framebuffer *readFb;
843 drawFb = ctx->DrawBuffer;
844 readFb = ctx->ReadBuffer;
846 update_framebuffer(ctx, drawFb);
847 if (readFb != drawFb)
848 update_framebuffer(ctx, readFb);
853 * Check if the renderbuffer for a read operation (glReadPixels, glCopyPixels,
854 * glCopyTex[Sub]Image, etc) exists.
855 * \param format a basic image format such as GL_RGB, GL_RGBA, GL_ALPHA,
856 * GL_DEPTH_COMPONENT, etc. or GL_COLOR, GL_DEPTH, GL_STENCIL.
857 * \return GL_TRUE if buffer exists, GL_FALSE otherwise
860 _mesa_source_buffer_exists(struct gl_context *ctx, GLenum format)
862 const struct gl_renderbuffer_attachment *att = ctx->ReadBuffer->Attachment;
864 /* If we don't know the framebuffer status, update it now */
865 if (ctx->ReadBuffer->_Status == 0) {
866 _mesa_test_framebuffer_completeness(ctx, ctx->ReadBuffer);
869 if (ctx->ReadBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
880 case GL_LUMINANCE_ALPHA:
889 case GL_RED_INTEGER_EXT:
890 case GL_GREEN_INTEGER_EXT:
891 case GL_BLUE_INTEGER_EXT:
892 case GL_ALPHA_INTEGER_EXT:
893 case GL_RGB_INTEGER_EXT:
894 case GL_RGBA_INTEGER_EXT:
895 case GL_BGR_INTEGER_EXT:
896 case GL_BGRA_INTEGER_EXT:
897 case GL_LUMINANCE_INTEGER_EXT:
898 case GL_LUMINANCE_ALPHA_INTEGER_EXT:
899 if (ctx->ReadBuffer->_ColorReadBuffer == NULL) {
902 ASSERT(_mesa_get_format_bits(ctx->ReadBuffer->_ColorReadBuffer->Format, GL_RED_BITS) > 0 ||
903 _mesa_get_format_bits(ctx->ReadBuffer->_ColorReadBuffer->Format, GL_ALPHA_BITS) > 0 ||
904 _mesa_get_format_bits(ctx->ReadBuffer->_ColorReadBuffer->Format, GL_TEXTURE_LUMINANCE_SIZE) > 0 ||
905 _mesa_get_format_bits(ctx->ReadBuffer->_ColorReadBuffer->Format, GL_TEXTURE_INTENSITY_SIZE) > 0 ||
906 _mesa_get_format_bits(ctx->ReadBuffer->_ColorReadBuffer->Format, GL_INDEX_BITS) > 0);
909 case GL_DEPTH_COMPONENT:
910 if (!att[BUFFER_DEPTH].Renderbuffer) {
913 /*ASSERT(att[BUFFER_DEPTH].Renderbuffer->DepthBits > 0);*/
916 case GL_STENCIL_INDEX:
917 if (!att[BUFFER_STENCIL].Renderbuffer) {
920 /*ASSERT(att[BUFFER_STENCIL].Renderbuffer->StencilBits > 0);*/
922 case GL_DEPTH_STENCIL_EXT:
923 if (!att[BUFFER_DEPTH].Renderbuffer ||
924 !att[BUFFER_STENCIL].Renderbuffer) {
928 ASSERT(att[BUFFER_DEPTH].Renderbuffer->DepthBits > 0);
929 ASSERT(att[BUFFER_STENCIL].Renderbuffer->StencilBits > 0);
934 "Unexpected format 0x%x in _mesa_source_buffer_exists",
945 * As above, but for drawing operations.
946 * XXX could do some code merging w/ above function.
949 _mesa_dest_buffer_exists(struct gl_context *ctx, GLenum format)
951 const struct gl_renderbuffer_attachment *att = ctx->DrawBuffer->Attachment;
953 /* If we don't know the framebuffer status, update it now */
954 if (ctx->DrawBuffer->_Status == 0) {
955 _mesa_test_framebuffer_completeness(ctx, ctx->DrawBuffer);
958 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
969 case GL_LUMINANCE_ALPHA:
977 case GL_RED_INTEGER_EXT:
978 case GL_GREEN_INTEGER_EXT:
979 case GL_BLUE_INTEGER_EXT:
980 case GL_ALPHA_INTEGER_EXT:
981 case GL_RGB_INTEGER_EXT:
982 case GL_RGBA_INTEGER_EXT:
983 case GL_BGR_INTEGER_EXT:
984 case GL_BGRA_INTEGER_EXT:
985 case GL_LUMINANCE_INTEGER_EXT:
986 case GL_LUMINANCE_ALPHA_INTEGER_EXT:
987 /* Nothing special since GL_DRAW_BUFFER could be GL_NONE. */
988 /* Could assert that colorbuffer has RedBits > 0 */
991 case GL_DEPTH_COMPONENT:
992 if (!att[BUFFER_DEPTH].Renderbuffer) {
995 /*ASSERT(att[BUFFER_DEPTH].Renderbuffer->DepthBits > 0);*/
998 case GL_STENCIL_INDEX:
999 if (!att[BUFFER_STENCIL].Renderbuffer) {
1002 /*ASSERT(att[BUFFER_STENCIL].Renderbuffer->StencilBits > 0);*/
1004 case GL_DEPTH_STENCIL_EXT:
1005 if (!att[BUFFER_DEPTH].Renderbuffer ||
1006 !att[BUFFER_STENCIL].Renderbuffer) {
1010 ASSERT(att[BUFFER_DEPTH].Renderbuffer->DepthBits > 0);
1011 ASSERT(att[BUFFER_STENCIL].Renderbuffer->StencilBits > 0);
1016 "Unexpected format 0x%x in _mesa_dest_buffer_exists",
1027 * Used to answer the GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES query.
1030 _mesa_get_color_read_format(struct gl_context *ctx)
1032 switch (ctx->ReadBuffer->_ColorReadBuffer->Format) {
1033 case MESA_FORMAT_ARGB8888:
1035 case MESA_FORMAT_RGB565:
1044 * Used to answer the GL_IMPLEMENTATION_COLOR_READ_TYPE_OES query.
1047 _mesa_get_color_read_type(struct gl_context *ctx)
1049 switch (ctx->ReadBuffer->_ColorReadBuffer->Format) {
1050 case MESA_FORMAT_ARGB8888:
1051 return GL_UNSIGNED_BYTE;
1052 case MESA_FORMAT_RGB565:
1053 return GL_UNSIGNED_SHORT_5_6_5_REV;
1055 return GL_UNSIGNED_BYTE;
1061 * Print framebuffer info to stderr, for debugging.
1064 _mesa_print_framebuffer(const struct gl_framebuffer *fb)
1068 fprintf(stderr, "Mesa Framebuffer %u at %p\n", fb->Name, (void *) fb);
1069 fprintf(stderr, " Size: %u x %u Status: %s\n", fb->Width, fb->Height,
1070 _mesa_lookup_enum_by_nr(fb->_Status));
1071 fprintf(stderr, " Attachments:\n");
1073 for (i = 0; i < BUFFER_COUNT; i++) {
1074 const struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
1075 if (att->Type == GL_TEXTURE) {
1076 const struct gl_texture_image *texImage =
1077 _mesa_get_attachment_teximage_const(att);
1079 " %2d: Texture %u, level %u, face %u, slice %u, complete %d\n",
1080 i, att->Texture->Name, att->TextureLevel, att->CubeMapFace,
1081 att->Zoffset, att->Complete);
1082 fprintf(stderr, " Size: %u x %u x %u Format %s\n",
1083 texImage->Width, texImage->Height, texImage->Depth,
1084 _mesa_get_format_name(texImage->TexFormat));
1086 else if (att->Type == GL_RENDERBUFFER) {
1087 fprintf(stderr, " %2d: Renderbuffer %u, complete %d\n",
1088 i, att->Renderbuffer->Name, att->Complete);
1089 fprintf(stderr, " Size: %u x %u Format %s\n",
1090 att->Renderbuffer->Width, att->Renderbuffer->Height,
1091 _mesa_get_format_name(att->Renderbuffer->Format));
1094 fprintf(stderr, " %2d: none\n", i);