79ad70909a9e5e03031d216d7a81bfe17483d8f9
[profile/ivi/mesa.git] / src / mesa / state_tracker / st_atom_framebuffer.c
1 /**************************************************************************
2  * 
3  * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
4  * All Rights Reserved.
5  * 
6  * Permission is hereby granted, free of charge, to any person obtaining a
7  * copy of this software and associated documentation files (the
8  * "Software"), to deal in the Software without restriction, including
9  * without limitation the rights to use, copy, modify, merge, publish,
10  * distribute, sub license, and/or sell copies of the Software, and to
11  * permit persons to whom the Software is furnished to do so, subject to
12  * the following conditions:
13  * 
14  * The above copyright notice and this permission notice (including the
15  * next paragraph) shall be included in all copies or substantial portions
16  * of the Software.
17  * 
18  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21  * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22  * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23  * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24  * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25  * 
26  **************************************************************************/
27
28  /*
29   * Authors:
30   *   Keith Whitwell <keith@tungstengraphics.com>
31   *   Brian Paul
32   */
33  
34 #include "st_context.h"
35 #include "st_atom.h"
36 #include "st_cb_fbo.h"
37 #include "st_public.h"
38 #include "st_texture.h"
39 #include "pipe/p_context.h"
40 #include "cso_cache/cso_context.h"
41 #include "util/u_math.h"
42 #include "util/u_inlines.h"
43
44
45
46 /**
47  * When doing GL render to texture, we have to be sure that finalize_texture()
48  * didn't yank out the pipe_texture that we earlier created a surface for.
49  * Check for that here and create a new surface if needed.
50  */
51 static void
52 update_renderbuffer_surface(struct st_context *st,
53                             struct st_renderbuffer *strb)
54 {
55    struct pipe_screen *screen = st->pipe->screen;
56    struct pipe_texture *texture = strb->rtt->pt;
57    int rtt_width = strb->Base.Width;
58    int rtt_height = strb->Base.Height;
59
60    if (!strb->surface ||
61        strb->surface->texture != texture ||
62        strb->surface->width != rtt_width ||
63        strb->surface->height != rtt_height) {
64       GLuint level;
65       /* find matching mipmap level size */
66       for (level = 0; level <= texture->last_level; level++) {
67          if (u_minify(texture->width0, level) == rtt_width &&
68              u_minify(texture->height0, level) == rtt_height) {
69
70             pipe_surface_reference(&strb->surface, NULL);
71
72             strb->surface = screen->get_tex_surface(screen,
73                                               texture,
74                                               strb->rtt_face,
75                                               level,
76                                               strb->rtt_slice,
77                                               PIPE_BUFFER_USAGE_GPU_READ |
78                                               PIPE_BUFFER_USAGE_GPU_WRITE);
79 #if 0
80             printf("-- alloc new surface %d x %d into tex %p\n",
81                    strb->surface->width, strb->surface->height,
82                    texture);
83 #endif
84             break;
85          }
86       }
87    }
88 }
89
90
91 /**
92  * Update framebuffer state (color, depth, stencil, etc. buffers)
93  */
94 static void
95 update_framebuffer_state( struct st_context *st )
96 {
97    struct pipe_framebuffer_state *framebuffer = &st->state.framebuffer;
98    struct gl_framebuffer *fb = st->ctx->DrawBuffer;
99    struct st_renderbuffer *strb;
100    GLuint i;
101
102    framebuffer->width = fb->Width;
103    framebuffer->height = fb->Height;
104
105    /*printf("------ fb size %d x %d\n", fb->Width, fb->Height);*/
106
107    /* Examine Mesa's ctx->DrawBuffer->_ColorDrawBuffers state
108     * to determine which surfaces to draw to
109     */
110    framebuffer->nr_cbufs = 0;
111    for (i = 0; i < fb->_NumColorDrawBuffers; i++) {
112       strb = st_renderbuffer(fb->_ColorDrawBuffers[i]);
113
114       if (strb) {
115          /*printf("--------- framebuffer surface rtt %p\n", strb->rtt);*/
116          if (strb->rtt) {
117             /* rendering to a GL texture, may have to update surface */
118             update_renderbuffer_surface(st, strb);
119          }
120
121          if (strb->surface) {
122             pipe_surface_reference(&framebuffer->cbufs[framebuffer->nr_cbufs],
123                                    strb->surface);
124             framebuffer->nr_cbufs++;
125          }
126          strb->defined = GL_TRUE; /* we'll be drawing something */
127       }
128    }
129    for (i = framebuffer->nr_cbufs; i < PIPE_MAX_COLOR_BUFS; i++) {
130       pipe_surface_reference(&framebuffer->cbufs[i], NULL);
131    }
132
133    /*
134     * Depth/Stencil renderbuffer/surface.
135     */
136    strb = st_renderbuffer(fb->Attachment[BUFFER_DEPTH].Renderbuffer);
137    if (strb) {
138       strb = st_renderbuffer(strb->Base.Wrapped);
139       if (strb->rtt) {
140          /* rendering to a GL texture, may have to update surface */
141          update_renderbuffer_surface(st, strb);
142       }
143       pipe_surface_reference(&framebuffer->zsbuf, strb->surface);
144    }
145    else {
146       strb = st_renderbuffer(fb->Attachment[BUFFER_STENCIL].Renderbuffer);
147       if (strb) {
148          strb = st_renderbuffer(strb->Base.Wrapped);
149          assert(strb->surface);
150          pipe_surface_reference(&framebuffer->zsbuf, strb->surface);
151       }
152       else
153          pipe_surface_reference(&framebuffer->zsbuf, NULL);
154    }
155
156    cso_set_framebuffer(st->cso_context, framebuffer);
157
158    if (fb->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT) {
159       if (st->frontbuffer_status == FRONT_STATUS_COPY_OF_BACK) {
160          /* copy back color buffer to front color buffer */
161          struct st_framebuffer *stfb = (struct st_framebuffer *) fb;
162          struct pipe_surface *surf_front, *surf_back;
163          (void) st_get_framebuffer_surface(stfb, ST_SURFACE_FRONT_LEFT, &surf_front);
164          (void) st_get_framebuffer_surface(stfb, ST_SURFACE_BACK_LEFT, &surf_back);
165
166          st->pipe->surface_copy(st->pipe,
167                                 surf_front, 0, 0,  /* dest */
168                                 surf_back, 0, 0,   /* src */
169                                 fb->Width, fb->Height);
170       }
171       /* we're assuming we'll really draw to the front buffer */
172       st->frontbuffer_status = FRONT_STATUS_DIRTY;
173    }
174 }
175
176
177 const struct st_tracked_state st_update_framebuffer = {
178    "st_update_framebuffer",                             /* name */
179    {                                                    /* dirty */
180       _NEW_BUFFERS,                                     /* mesa */
181       ST_NEW_FRAMEBUFFER,                               /* st */
182    },
183    update_framebuffer_state                             /* update */
184 };
185