1 /*
2  * Mesa 3-D graphics library
3  * Version:  7.2
4  *
5  * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
6  *
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:
13  *
14  * The above copyright notice and this permission notice shall be included
15  * in all copies or substantial portions of the Software.
16  *
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.
23  */
24 
25 
26 /**
27  * Functions for allocating/managing framebuffers and renderbuffers.
28  * Also, routines for reading/writing renderbuffer data as ubytes,
29  * ushorts, uints, etc.
30  */
31 
32 
33 #include "glheader.h"
34 #include "imports.h"
35 #include "buffers.h"
36 #include "context.h"
37 #include "enums.h"
38 #include "formats.h"
39 #include "macros.h"
40 #include "mtypes.h"
41 #include "fbobject.h"
42 #include "framebuffer.h"
43 #include "renderbuffer.h"
44 #include "texobj.h"
45 
46 
47 
48 /**
49  * Compute/set the _DepthMax field for the given framebuffer.
50  * This value depends on the Z buffer resolution.
51  */
52 static void
compute_depth_max(struct gl_framebuffer * fb)53 compute_depth_max(struct gl_framebuffer *fb)
54 {
55    if (fb->Visual.depthBits == 0) {
56       /* Special case.  Even if we don't have a depth buffer we need
57        * good values for DepthMax for Z vertex transformation purposes
58        * and for per-fragment fog computation.
59        */
60       fb->_DepthMax = (1 << 16) - 1;
61    }
62    else if (fb->Visual.depthBits < 32) {
63       fb->_DepthMax = (1 << fb->Visual.depthBits) - 1;
64    }
65    else {
66       /* Special case since shift values greater than or equal to the
67        * number of bits in the left hand expression's type are undefined.
68        */
69       fb->_DepthMax = 0xffffffff;
70    }
71    fb->_DepthMaxF = (GLfloat) fb->_DepthMax;
72 
73    /* Minimum resolvable depth value, for polygon offset */
74    fb->_MRD = (GLfloat)1.0 / fb->_DepthMaxF;
75 }
76 
77 /**
78  * Create and initialize a gl_framebuffer object.
79  * This is intended for creating _window_system_ framebuffers, not generic
80  * framebuffer objects ala GL_EXT_framebuffer_object.
81  *
82  * \sa _mesa_new_framebuffer
83  */
84 struct gl_framebuffer *
_mesa_create_framebuffer(const struct gl_config * visual)85 _mesa_create_framebuffer(const struct gl_config *visual)
86 {
87    struct gl_framebuffer *fb = CALLOC_STRUCT(gl_framebuffer);
88    assert(visual);
89    if (fb) {
90       _mesa_initialize_window_framebuffer(fb, visual);
91    }
92    return fb;
93 }
94 
95 
96 /**
97  * Allocate a new gl_framebuffer object.
98  * This is the default function for ctx->Driver.NewFramebuffer().
99  * This is for allocating user-created framebuffers, not window-system
100  * framebuffers!
101  * \sa _mesa_create_framebuffer
102  */
103 struct gl_framebuffer *
_mesa_new_framebuffer(struct gl_context * ctx,GLuint name)104 _mesa_new_framebuffer(struct gl_context *ctx, GLuint name)
105 {
106    struct gl_framebuffer *fb;
107    (void) ctx;
108    assert(name != 0);
109    fb = CALLOC_STRUCT(gl_framebuffer);
110    if (fb) {
111       _mesa_initialize_user_framebuffer(fb, name);
112    }
113    return fb;
114 }
115 
116 
117 /**
118  * Initialize a gl_framebuffer object.  Typically used to initialize
119  * window system-created framebuffers, not user-created framebuffers.
120  * \sa _mesa_initialize_user_framebuffer
121  */
122 void
_mesa_initialize_window_framebuffer(struct gl_framebuffer * fb,const struct gl_config * visual)123 _mesa_initialize_window_framebuffer(struct gl_framebuffer *fb,
124 				     const struct gl_config *visual)
125 {
126    assert(fb);
127    assert(visual);
128 
129    memset(fb, 0, sizeof(struct gl_framebuffer));
130 
131    _glthread_INIT_MUTEX(fb->Mutex);
132 
133    fb->RefCount = 1;
134 
135    /* save the visual */
136    fb->Visual = *visual;
137 
138    /* Init read/draw renderbuffer state */
139    if (visual->doubleBufferMode) {
140       fb->_NumColorDrawBuffers = 1;
141       fb->ColorDrawBuffer[0] = GL_BACK;
142       fb->_ColorDrawBufferIndexes[0] = BUFFER_BACK_LEFT;
143       fb->ColorReadBuffer = GL_BACK;
144       fb->_ColorReadBufferIndex = BUFFER_BACK_LEFT;
145    }
146    else {
147       fb->_NumColorDrawBuffers = 1;
148       fb->ColorDrawBuffer[0] = GL_FRONT;
149       fb->_ColorDrawBufferIndexes[0] = BUFFER_FRONT_LEFT;
150       fb->ColorReadBuffer = GL_FRONT;
151       fb->_ColorReadBufferIndex = BUFFER_FRONT_LEFT;
152    }
153 
154    fb->Delete = _mesa_destroy_framebuffer;
155    fb->_Status = GL_FRAMEBUFFER_COMPLETE_EXT;
156 
157    compute_depth_max(fb);
158 }
159 
160 
161 /**
162  * Initialize a user-created gl_framebuffer object.
163  * \sa _mesa_initialize_window_framebuffer
164  */
165 void
_mesa_initialize_user_framebuffer(struct gl_framebuffer * fb,GLuint name)166 _mesa_initialize_user_framebuffer(struct gl_framebuffer *fb, GLuint name)
167 {
168    assert(fb);
169    assert(name);
170 
171    memset(fb, 0, sizeof(struct gl_framebuffer));
172 
173    fb->Name = name;
174    fb->RefCount = 1;
175    fb->_NumColorDrawBuffers = 1;
176    fb->ColorDrawBuffer[0] = GL_COLOR_ATTACHMENT0_EXT;
177    fb->_ColorDrawBufferIndexes[0] = BUFFER_COLOR0;
178    fb->ColorReadBuffer = GL_COLOR_ATTACHMENT0_EXT;
179    fb->_ColorReadBufferIndex = BUFFER_COLOR0;
180    fb->Delete = _mesa_destroy_framebuffer;
181    _glthread_INIT_MUTEX(fb->Mutex);
182 }
183 
184 
185 /**
186  * Deallocate buffer and everything attached to it.
187  * Typically called via the gl_framebuffer->Delete() method.
188  */
189 void
_mesa_destroy_framebuffer(struct gl_framebuffer * fb)190 _mesa_destroy_framebuffer(struct gl_framebuffer *fb)
191 {
192    if (fb) {
193       _mesa_free_framebuffer_data(fb);
194       free(fb);
195    }
196 }
197 
198 
199 /**
200  * Free all the data hanging off the given gl_framebuffer, but don't free
201  * the gl_framebuffer object itself.
202  */
203 void
_mesa_free_framebuffer_data(struct gl_framebuffer * fb)204 _mesa_free_framebuffer_data(struct gl_framebuffer *fb)
205 {
206    GLuint i;
207 
208    assert(fb);
209    assert(fb->RefCount == 0);
210 
211    _glthread_DESTROY_MUTEX(fb->Mutex);
212 
213    for (i = 0; i < BUFFER_COUNT; i++) {
214       struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
215       if (att->Renderbuffer) {
216          _mesa_reference_renderbuffer(&att->Renderbuffer, NULL);
217       }
218       if (att->Texture) {
219          _mesa_reference_texobj(&att->Texture, NULL);
220       }
221       ASSERT(!att->Renderbuffer);
222       ASSERT(!att->Texture);
223       att->Type = GL_NONE;
224    }
225 }
226 
227 
228 /**
229  * Set *ptr to point to fb, with refcounting and locking.
230  * This is normally only called from the _mesa_reference_framebuffer() macro
231  * when there's a real pointer change.
232  */
233 void
_mesa_reference_framebuffer_(struct gl_framebuffer ** ptr,struct gl_framebuffer * fb)234 _mesa_reference_framebuffer_(struct gl_framebuffer **ptr,
235                              struct gl_framebuffer *fb)
236 {
237    if (*ptr) {
238       /* unreference old renderbuffer */
239       GLboolean deleteFlag = GL_FALSE;
240       struct gl_framebuffer *oldFb = *ptr;
241 
242       _glthread_LOCK_MUTEX(oldFb->Mutex);
243       ASSERT(oldFb->RefCount > 0);
244       oldFb->RefCount--;
245       deleteFlag = (oldFb->RefCount == 0);
246       _glthread_UNLOCK_MUTEX(oldFb->Mutex);
247 
248       if (deleteFlag)
249          oldFb->Delete(oldFb);
250 
251       *ptr = NULL;
252    }
253    assert(!*ptr);
254 
255    if (fb) {
256       _glthread_LOCK_MUTEX(fb->Mutex);
257       fb->RefCount++;
258       _glthread_UNLOCK_MUTEX(fb->Mutex);
259       *ptr = fb;
260    }
261 }
262 
263 
264 /**
265  * Resize the given framebuffer's renderbuffers to the new width and height.
266  * This should only be used for window-system framebuffers, not
267  * user-created renderbuffers (i.e. made with GL_EXT_framebuffer_object).
268  * This will typically be called via ctx->Driver.ResizeBuffers() or directly
269  * from a device driver.
270  *
271  * \note it's possible for ctx to be null since a window can be resized
272  * without a currently bound rendering context.
273  */
274 void
_mesa_resize_framebuffer(struct gl_context * ctx,struct gl_framebuffer * fb,GLuint width,GLuint height)275 _mesa_resize_framebuffer(struct gl_context *ctx, struct gl_framebuffer *fb,
276                          GLuint width, GLuint height)
277 {
278    GLuint i;
279 
280    /* XXX I think we could check if the size is not changing
281     * and return early.
282     */
283 
284    /* Can only resize win-sys framebuffer objects */
285    assert(_mesa_is_winsys_fbo(fb));
286 
287    for (i = 0; i < BUFFER_COUNT; i++) {
288       struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
289       if (att->Type == GL_RENDERBUFFER_EXT && att->Renderbuffer) {
290          struct gl_renderbuffer *rb = att->Renderbuffer;
291          /* only resize if size is changing */
292          if (rb->Width != width || rb->Height != height) {
293             if (rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height)) {
294                ASSERT(rb->Width == width);
295                ASSERT(rb->Height == height);
296             }
297             else {
298                _mesa_error(ctx, GL_OUT_OF_MEMORY, "Resizing framebuffer");
299                /* no return */
300             }
301          }
302       }
303    }
304 
305    fb->Width = width;
306    fb->Height = height;
307 
308    if (ctx) {
309       /* update scissor / window bounds */
310       _mesa_update_draw_buffer_bounds(ctx);
311       /* Signal new buffer state so that swrast will update its clipping
312        * info (the CLIP_BIT flag).
313        */
314       ctx->NewState |= _NEW_BUFFERS;
315    }
316 }
317 
318 
319 
320 /**
321  * XXX THIS IS OBSOLETE - drivers should take care of detecting window
322  * size changes and act accordingly, likely calling _mesa_resize_framebuffer().
323  *
324  * GL_MESA_resize_buffers extension.
325  *
326  * When this function is called, we'll ask the window system how large
327  * the current window is.  If it's a new size, we'll call the driver's
328  * ResizeBuffers function.  The driver will then resize its color buffers
329  * as needed, and maybe call the swrast's routine for reallocating
330  * swrast-managed depth/stencil/accum/etc buffers.
331  * \note This function should only be called through the GL API, not
332  * from device drivers (as was done in the past).
333  */
334 void
_mesa_resizebuffers(struct gl_context * ctx)335 _mesa_resizebuffers( struct gl_context *ctx )
336 {
337    ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx );
338 
339    if (MESA_VERBOSE & VERBOSE_API)
340       _mesa_debug(ctx, "glResizeBuffersMESA\n");
341 
342    if (!ctx->Driver.GetBufferSize) {
343       return;
344    }
345 
346    if (ctx->WinSysDrawBuffer) {
347       GLuint newWidth, newHeight;
348       struct gl_framebuffer *buffer = ctx->WinSysDrawBuffer;
349 
350       assert(_mesa_is_winsys_fbo(buffer));
351 
352       /* ask device driver for size of output buffer */
353       ctx->Driver.GetBufferSize( buffer, &newWidth, &newHeight );
354 
355       /* see if size of device driver's color buffer (window) has changed */
356       if (buffer->Width != newWidth || buffer->Height != newHeight) {
357          if (ctx->Driver.ResizeBuffers)
358             ctx->Driver.ResizeBuffers(ctx, buffer, newWidth, newHeight );
359       }
360    }
361 
362    if (ctx->WinSysReadBuffer
363        && ctx->WinSysReadBuffer != ctx->WinSysDrawBuffer) {
364       GLuint newWidth, newHeight;
365       struct gl_framebuffer *buffer = ctx->WinSysReadBuffer;
366 
367       assert(_mesa_is_winsys_fbo(buffer));
368 
369       /* ask device driver for size of read buffer */
370       ctx->Driver.GetBufferSize( buffer, &newWidth, &newHeight );
371 
372       /* see if size of device driver's color buffer (window) has changed */
373       if (buffer->Width != newWidth || buffer->Height != newHeight) {
374          if (ctx->Driver.ResizeBuffers)
375             ctx->Driver.ResizeBuffers(ctx, buffer, newWidth, newHeight );
376       }
377    }
378 
379    ctx->NewState |= _NEW_BUFFERS;  /* to update scissor / window bounds */
380 }
381 
382 
383 /*
384  * XXX THIS IS OBSOLETE
385  */
386 void GLAPIENTRY
_mesa_ResizeBuffersMESA(void)387 _mesa_ResizeBuffersMESA( void )
388 {
389    GET_CURRENT_CONTEXT(ctx);
390 
391    if (ctx->Extensions.MESA_resize_buffers)
392       _mesa_resizebuffers( ctx );
393 }
394 
395 
396 
397 /**
398  * Examine all the framebuffer's renderbuffers to update the Width/Height
399  * fields of the framebuffer.  If we have renderbuffers with different
400  * sizes, set the framebuffer's width and height to the min size.
401  * Note: this is only intended for user-created framebuffers, not
402  * window-system framebuffes.
403  */
404 static void
update_framebuffer_size(struct gl_context * ctx,struct gl_framebuffer * fb)405 update_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb)
406 {
407    GLuint minWidth = ~0, minHeight = ~0;
408    GLuint i;
409 
410    /* user-created framebuffers only */
411    assert(_mesa_is_user_fbo(fb));
412 
413    for (i = 0; i < BUFFER_COUNT; i++) {
414       struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
415       const struct gl_renderbuffer *rb = att->Renderbuffer;
416       if (rb) {
417          minWidth = MIN2(minWidth, rb->Width);
418          minHeight = MIN2(minHeight, rb->Height);
419       }
420    }
421 
422    if (minWidth != ~0) {
423       fb->Width = minWidth;
424       fb->Height = minHeight;
425    }
426    else {
427       fb->Width = 0;
428       fb->Height = 0;
429    }
430 }
431 
432 
433 /**
434  * Update the context's current drawing buffer's Xmin, Xmax, Ymin, Ymax fields.
435  * These values are computed from the buffer's width and height and
436  * the scissor box, if it's enabled.
437  * \param ctx  the GL context.
438  */
439 void
_mesa_update_draw_buffer_bounds(struct gl_context * ctx)440 _mesa_update_draw_buffer_bounds(struct gl_context *ctx)
441 {
442    struct gl_framebuffer *buffer = ctx->DrawBuffer;
443 
444    if (!buffer)
445       return;
446 
447    if (_mesa_is_user_fbo(buffer)) {
448       /* user-created framebuffer size depends on the renderbuffers */
449       update_framebuffer_size(ctx, buffer);
450    }
451 
452    buffer->_Xmin = 0;
453    buffer->_Ymin = 0;
454    buffer->_Xmax = buffer->Width;
455    buffer->_Ymax = buffer->Height;
456 
457    if (ctx->Scissor.Enabled) {
458       if (ctx->Scissor.X > buffer->_Xmin) {
459 	 buffer->_Xmin = ctx->Scissor.X;
460       }
461       if (ctx->Scissor.Y > buffer->_Ymin) {
462 	 buffer->_Ymin = ctx->Scissor.Y;
463       }
464       if (ctx->Scissor.X + ctx->Scissor.Width < buffer->_Xmax) {
465 	 buffer->_Xmax = ctx->Scissor.X + ctx->Scissor.Width;
466       }
467       if (ctx->Scissor.Y + ctx->Scissor.Height < buffer->_Ymax) {
468 	 buffer->_Ymax = ctx->Scissor.Y + ctx->Scissor.Height;
469       }
470       /* finally, check for empty region */
471       if (buffer->_Xmin > buffer->_Xmax) {
472          buffer->_Xmin = buffer->_Xmax;
473       }
474       if (buffer->_Ymin > buffer->_Ymax) {
475          buffer->_Ymin = buffer->_Ymax;
476       }
477    }
478 
479    ASSERT(buffer->_Xmin <= buffer->_Xmax);
480    ASSERT(buffer->_Ymin <= buffer->_Ymax);
481 }
482 
483 
484 /**
485  * The glGet queries of the framebuffer red/green/blue size, stencil size,
486  * etc. are satisfied by the fields of ctx->DrawBuffer->Visual.  These can
487  * change depending on the renderbuffer bindings.  This function updates
488  * the given framebuffer's Visual from the current renderbuffer bindings.
489  *
490  * This may apply to user-created framebuffers or window system framebuffers.
491  *
492  * Also note: ctx->DrawBuffer->Visual.depthBits might not equal
493  * ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer.DepthBits.
494  * The former one is used to convert floating point depth values into
495  * integer Z values.
496  */
497 void
_mesa_update_framebuffer_visual(struct gl_context * ctx,struct gl_framebuffer * fb)498 _mesa_update_framebuffer_visual(struct gl_context *ctx,
499 				struct gl_framebuffer *fb)
500 {
501    GLuint i;
502 
503    memset(&fb->Visual, 0, sizeof(fb->Visual));
504    fb->Visual.rgbMode = GL_TRUE; /* assume this */
505 
506 #if 0 /* this _might_ be needed */
507    if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
508       /* leave visual fields zero'd */
509       return;
510    }
511 #endif
512 
513    /* find first RGB renderbuffer */
514    for (i = 0; i < BUFFER_COUNT; i++) {
515       if (fb->Attachment[i].Renderbuffer) {
516          const struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer;
517          const GLenum baseFormat = _mesa_get_format_base_format(rb->Format);
518          const gl_format fmt = rb->Format;
519 
520          /* Grab samples and sampleBuffers from any attachment point (assuming
521           * the framebuffer is complete, we'll get the same answer from all
522           * attachments).
523           */
524          fb->Visual.samples = rb->NumSamples;
525          fb->Visual.sampleBuffers = rb->NumSamples > 0 ? 1 : 0;
526 
527          if (_mesa_is_legal_color_format(ctx, baseFormat)) {
528             fb->Visual.redBits = _mesa_get_format_bits(fmt, GL_RED_BITS);
529             fb->Visual.greenBits = _mesa_get_format_bits(fmt, GL_GREEN_BITS);
530             fb->Visual.blueBits = _mesa_get_format_bits(fmt, GL_BLUE_BITS);
531             fb->Visual.alphaBits = _mesa_get_format_bits(fmt, GL_ALPHA_BITS);
532             fb->Visual.rgbBits = fb->Visual.redBits
533                + fb->Visual.greenBits + fb->Visual.blueBits;
534             if (_mesa_get_format_color_encoding(fmt) == GL_SRGB)
535                 fb->Visual.sRGBCapable = ctx->Extensions.EXT_framebuffer_sRGB;
536             break;
537          }
538       }
539    }
540 
541    fb->Visual.floatMode = GL_FALSE;
542    for (i = 0; i < BUFFER_COUNT; i++) {
543       if (fb->Attachment[i].Renderbuffer) {
544          const struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer;
545          const gl_format fmt = rb->Format;
546 
547          if (_mesa_get_format_datatype(fmt) == GL_FLOAT) {
548             fb->Visual.floatMode = GL_TRUE;
549             break;
550          }
551       }
552    }
553 
554    if (fb->Attachment[BUFFER_DEPTH].Renderbuffer) {
555       const struct gl_renderbuffer *rb =
556          fb->Attachment[BUFFER_DEPTH].Renderbuffer;
557       const gl_format fmt = rb->Format;
558       fb->Visual.haveDepthBuffer = GL_TRUE;
559       fb->Visual.depthBits = _mesa_get_format_bits(fmt, GL_DEPTH_BITS);
560    }
561 
562    if (fb->Attachment[BUFFER_STENCIL].Renderbuffer) {
563       const struct gl_renderbuffer *rb =
564          fb->Attachment[BUFFER_STENCIL].Renderbuffer;
565       const gl_format fmt = rb->Format;
566       fb->Visual.haveStencilBuffer = GL_TRUE;
567       fb->Visual.stencilBits = _mesa_get_format_bits(fmt, GL_STENCIL_BITS);
568    }
569 
570    if (fb->Attachment[BUFFER_ACCUM].Renderbuffer) {
571       const struct gl_renderbuffer *rb =
572          fb->Attachment[BUFFER_ACCUM].Renderbuffer;
573       const gl_format fmt = rb->Format;
574       fb->Visual.haveAccumBuffer = GL_TRUE;
575       fb->Visual.accumRedBits = _mesa_get_format_bits(fmt, GL_RED_BITS);
576       fb->Visual.accumGreenBits = _mesa_get_format_bits(fmt, GL_GREEN_BITS);
577       fb->Visual.accumBlueBits = _mesa_get_format_bits(fmt, GL_BLUE_BITS);
578       fb->Visual.accumAlphaBits = _mesa_get_format_bits(fmt, GL_ALPHA_BITS);
579    }
580 
581    compute_depth_max(fb);
582 }
583 
584 
585 /*
586  * Example DrawBuffers scenarios:
587  *
588  * 1. glDrawBuffer(GL_FRONT_AND_BACK), fixed-func or shader writes to
589  * "gl_FragColor" or program writes to the "result.color" register:
590  *
591  *   fragment color output   renderbuffer
592  *   ---------------------   ---------------
593  *   color[0]                Front, Back
594  *
595  *
596  * 2. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]), shader writes to
597  * gl_FragData[i] or program writes to result.color[i] registers:
598  *
599  *   fragment color output   renderbuffer
600  *   ---------------------   ---------------
601  *   color[0]                Front
602  *   color[1]                Aux0
603  *   color[3]                Aux1
604  *
605  *
606  * 3. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]) and shader writes to
607  * gl_FragColor, or fixed function:
608  *
609  *   fragment color output   renderbuffer
610  *   ---------------------   ---------------
611  *   color[0]                Front, Aux0, Aux1
612  *
613  *
614  * In either case, the list of renderbuffers is stored in the
615  * framebuffer->_ColorDrawBuffers[] array and
616  * framebuffer->_NumColorDrawBuffers indicates the number of buffers.
617  * The renderer (like swrast) has to look at the current fragment shader
618  * to see if it writes to gl_FragColor vs. gl_FragData[i] to determine
619  * how to map color outputs to renderbuffers.
620  *
621  * Note that these two calls are equivalent (for fixed function fragment
622  * shading anyway):
623  *   a)  glDrawBuffer(GL_FRONT_AND_BACK);  (assuming non-stereo framebuffer)
624  *   b)  glDrawBuffers(2, [GL_FRONT_LEFT, GL_BACK_LEFT]);
625  */
626 
627 
628 
629 
630 /**
631  * Update the (derived) list of color drawing renderbuffer pointers.
632  * Later, when we're rendering we'll loop from 0 to _NumColorDrawBuffers
633  * writing colors.
634  */
635 static void
update_color_draw_buffers(struct gl_context * ctx,struct gl_framebuffer * fb)636 update_color_draw_buffers(struct gl_context *ctx, struct gl_framebuffer *fb)
637 {
638    GLuint output;
639 
640    /* set 0th buffer to NULL now in case _NumColorDrawBuffers is zero */
641    fb->_ColorDrawBuffers[0] = NULL;
642 
643    for (output = 0; output < fb->_NumColorDrawBuffers; output++) {
644       GLint buf = fb->_ColorDrawBufferIndexes[output];
645       if (buf >= 0) {
646          fb->_ColorDrawBuffers[output] = fb->Attachment[buf].Renderbuffer;
647       }
648       else {
649          fb->_ColorDrawBuffers[output] = NULL;
650       }
651    }
652 }
653 
654 
655 /**
656  * Update the (derived) color read renderbuffer pointer.
657  * Unlike the DrawBuffer, we can only read from one (or zero) color buffers.
658  */
659 static void
update_color_read_buffer(struct gl_context * ctx,struct gl_framebuffer * fb)660 update_color_read_buffer(struct gl_context *ctx, struct gl_framebuffer *fb)
661 {
662    (void) ctx;
663    if (fb->_ColorReadBufferIndex == -1 ||
664        fb->DeletePending ||
665        fb->Width == 0 ||
666        fb->Height == 0) {
667       fb->_ColorReadBuffer = NULL; /* legal! */
668    }
669    else {
670       ASSERT(fb->_ColorReadBufferIndex >= 0);
671       ASSERT(fb->_ColorReadBufferIndex < BUFFER_COUNT);
672       fb->_ColorReadBuffer
673          = fb->Attachment[fb->_ColorReadBufferIndex].Renderbuffer;
674    }
675 }
676 
677 
678 /**
679  * Update a gl_framebuffer's derived state.
680  *
681  * Specifically, update these framebuffer fields:
682  *    _ColorDrawBuffers
683  *    _NumColorDrawBuffers
684  *    _ColorReadBuffer
685  *
686  * If the framebuffer is user-created, make sure it's complete.
687  *
688  * The following functions (at least) can effect framebuffer state:
689  * glReadBuffer, glDrawBuffer, glDrawBuffersARB, glFramebufferRenderbufferEXT,
690  * glRenderbufferStorageEXT.
691  */
692 static void
update_framebuffer(struct gl_context * ctx,struct gl_framebuffer * fb)693 update_framebuffer(struct gl_context *ctx, struct gl_framebuffer *fb)
694 {
695    if (_mesa_is_winsys_fbo(fb)) {
696       /* This is a window-system framebuffer */
697       /* Need to update the FB's GL_DRAW_BUFFER state to match the
698        * context state (GL_READ_BUFFER too).
699        */
700       if (fb->ColorDrawBuffer[0] != ctx->Color.DrawBuffer[0]) {
701          _mesa_drawbuffers(ctx, ctx->Const.MaxDrawBuffers,
702                            ctx->Color.DrawBuffer, NULL);
703       }
704    }
705    else {
706       /* This is a user-created framebuffer.
707        * Completeness only matters for user-created framebuffers.
708        */
709       if (fb->_Status != GL_FRAMEBUFFER_COMPLETE) {
710          _mesa_test_framebuffer_completeness(ctx, fb);
711       }
712    }
713 
714    /* Strictly speaking, we don't need to update the draw-state
715     * if this FB is bound as ctx->ReadBuffer (and conversely, the
716     * read-state if this FB is bound as ctx->DrawBuffer), but no
717     * harm.
718     */
719    update_color_draw_buffers(ctx, fb);
720    update_color_read_buffer(ctx, fb);
721 
722    compute_depth_max(fb);
723 }
724 
725 
726 /**
727  * Update state related to the current draw/read framebuffers.
728  */
729 void
_mesa_update_framebuffer(struct gl_context * ctx)730 _mesa_update_framebuffer(struct gl_context *ctx)
731 {
732    struct gl_framebuffer *drawFb;
733    struct gl_framebuffer *readFb;
734 
735    assert(ctx);
736    drawFb = ctx->DrawBuffer;
737    readFb = ctx->ReadBuffer;
738 
739    update_framebuffer(ctx, drawFb);
740    if (readFb != drawFb)
741       update_framebuffer(ctx, readFb);
742 }
743 
744 
745 /**
746  * Check if the renderbuffer for a read/draw operation exists.
747  * \param format  a basic image format such as GL_RGB, GL_RGBA, GL_ALPHA,
748  *                GL_DEPTH_COMPONENT, etc. or GL_COLOR, GL_DEPTH, GL_STENCIL.
749  * \param reading  if TRUE, we're going to read from the buffer,
750                    if FALSE, we're going to write to the buffer.
751  * \return GL_TRUE if buffer exists, GL_FALSE otherwise
752  */
753 static GLboolean
renderbuffer_exists(struct gl_context * ctx,struct gl_framebuffer * fb,GLenum format,GLboolean reading)754 renderbuffer_exists(struct gl_context *ctx,
755                     struct gl_framebuffer *fb,
756                     GLenum format,
757                     GLboolean reading)
758 {
759    const struct gl_renderbuffer_attachment *att = fb->Attachment;
760 
761    /* If we don't know the framebuffer status, update it now */
762    if (fb->_Status == 0) {
763       _mesa_test_framebuffer_completeness(ctx, fb);
764    }
765 
766    if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
767       return GL_FALSE;
768    }
769 
770    switch (format) {
771    case GL_COLOR:
772    case GL_RED:
773    case GL_GREEN:
774    case GL_BLUE:
775    case GL_ALPHA:
776    case GL_LUMINANCE:
777    case GL_LUMINANCE_ALPHA:
778    case GL_INTENSITY:
779    case GL_RG:
780    case GL_RGB:
781    case GL_BGR:
782    case GL_RGBA:
783    case GL_BGRA:
784    case GL_ABGR_EXT:
785    case GL_RED_INTEGER_EXT:
786    case GL_RG_INTEGER:
787    case GL_GREEN_INTEGER_EXT:
788    case GL_BLUE_INTEGER_EXT:
789    case GL_ALPHA_INTEGER_EXT:
790    case GL_RGB_INTEGER_EXT:
791    case GL_RGBA_INTEGER_EXT:
792    case GL_BGR_INTEGER_EXT:
793    case GL_BGRA_INTEGER_EXT:
794    case GL_LUMINANCE_INTEGER_EXT:
795    case GL_LUMINANCE_ALPHA_INTEGER_EXT:
796       if (reading) {
797          /* about to read from a color buffer */
798          const struct gl_renderbuffer *readBuf = fb->_ColorReadBuffer;
799          if (!readBuf) {
800             return GL_FALSE;
801          }
802          ASSERT(_mesa_get_format_bits(readBuf->Format, GL_RED_BITS) > 0 ||
803                 _mesa_get_format_bits(readBuf->Format, GL_ALPHA_BITS) > 0 ||
804                 _mesa_get_format_bits(readBuf->Format, GL_TEXTURE_LUMINANCE_SIZE) > 0 ||
805                 _mesa_get_format_bits(readBuf->Format, GL_TEXTURE_INTENSITY_SIZE) > 0 ||
806                 _mesa_get_format_bits(readBuf->Format, GL_INDEX_BITS) > 0);
807       }
808       else {
809          /* about to draw to zero or more color buffers (none is OK) */
810          return GL_TRUE;
811       }
812       break;
813    case GL_DEPTH:
814    case GL_DEPTH_COMPONENT:
815       if (att[BUFFER_DEPTH].Type == GL_NONE) {
816          return GL_FALSE;
817       }
818       break;
819    case GL_STENCIL:
820    case GL_STENCIL_INDEX:
821       if (att[BUFFER_STENCIL].Type == GL_NONE) {
822          return GL_FALSE;
823       }
824       break;
825    case GL_DEPTH_STENCIL_EXT:
826       if (att[BUFFER_DEPTH].Type == GL_NONE ||
827           att[BUFFER_STENCIL].Type == GL_NONE) {
828          return GL_FALSE;
829       }
830       break;
831    default:
832       _mesa_problem(ctx,
833                     "Unexpected format 0x%x in renderbuffer_exists",
834                     format);
835       return GL_FALSE;
836    }
837 
838    /* OK */
839    return GL_TRUE;
840 }
841 
842 
843 /**
844  * Check if the renderbuffer for a read operation (glReadPixels, glCopyPixels,
845  * glCopyTex[Sub]Image, etc) exists.
846  * \param format  a basic image format such as GL_RGB, GL_RGBA, GL_ALPHA,
847  *                GL_DEPTH_COMPONENT, etc. or GL_COLOR, GL_DEPTH, GL_STENCIL.
848  * \return GL_TRUE if buffer exists, GL_FALSE otherwise
849  */
850 GLboolean
_mesa_source_buffer_exists(struct gl_context * ctx,GLenum format)851 _mesa_source_buffer_exists(struct gl_context *ctx, GLenum format)
852 {
853    return renderbuffer_exists(ctx, ctx->ReadBuffer, format, GL_TRUE);
854 }
855 
856 
857 /**
858  * As above, but for drawing operations.
859  */
860 GLboolean
_mesa_dest_buffer_exists(struct gl_context * ctx,GLenum format)861 _mesa_dest_buffer_exists(struct gl_context *ctx, GLenum format)
862 {
863    return renderbuffer_exists(ctx, ctx->DrawBuffer, format, GL_FALSE);
864 }
865 
866 
867 /**
868  * Used to answer the GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES query.
869  */
870 GLenum
_mesa_get_color_read_format(struct gl_context * ctx)871 _mesa_get_color_read_format(struct gl_context *ctx)
872 {
873    switch (ctx->ReadBuffer->_ColorReadBuffer->Format) {
874    case MESA_FORMAT_ARGB8888:
875       return GL_BGRA;
876    case MESA_FORMAT_RGB565:
877       return GL_BGR;
878    default:
879       return GL_RGBA;
880    }
881 }
882 
883 
884 /**
885  * Used to answer the GL_IMPLEMENTATION_COLOR_READ_TYPE_OES query.
886  */
887 GLenum
_mesa_get_color_read_type(struct gl_context * ctx)888 _mesa_get_color_read_type(struct gl_context *ctx)
889 {
890    switch (ctx->ReadBuffer->_ColorReadBuffer->Format) {
891    case MESA_FORMAT_ARGB8888:
892       return GL_UNSIGNED_BYTE;
893    case MESA_FORMAT_RGB565:
894       return GL_UNSIGNED_SHORT_5_6_5_REV;
895    default:
896       return GL_UNSIGNED_BYTE;
897    }
898 }
899 
900 
901 /**
902  * Print framebuffer info to stderr, for debugging.
903  */
904 void
_mesa_print_framebuffer(const struct gl_framebuffer * fb)905 _mesa_print_framebuffer(const struct gl_framebuffer *fb)
906 {
907    GLuint i;
908 
909    fprintf(stderr, "Mesa Framebuffer %u at %p\n", fb->Name, (void *) fb);
910    fprintf(stderr, "  Size: %u x %u  Status: %s\n", fb->Width, fb->Height,
911            _mesa_lookup_enum_by_nr(fb->_Status));
912    fprintf(stderr, "  Attachments:\n");
913 
914    for (i = 0; i < BUFFER_COUNT; i++) {
915       const struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
916       if (att->Type == GL_TEXTURE) {
917          const struct gl_texture_image *texImage =
918             _mesa_get_attachment_teximage_const(att);
919          fprintf(stderr,
920                  "  %2d: Texture %u, level %u, face %u, slice %u, complete %d\n",
921                  i, att->Texture->Name, att->TextureLevel, att->CubeMapFace,
922                  att->Zoffset, att->Complete);
923          fprintf(stderr, "       Size: %u x %u x %u  Format %s\n",
924                  texImage->Width, texImage->Height, texImage->Depth,
925                  _mesa_get_format_name(texImage->TexFormat));
926       }
927       else if (att->Type == GL_RENDERBUFFER) {
928          fprintf(stderr, "  %2d: Renderbuffer %u, complete %d\n",
929                  i, att->Renderbuffer->Name, att->Complete);
930          fprintf(stderr, "       Size: %u x %u  Format %s\n",
931                  att->Renderbuffer->Width, att->Renderbuffer->Height,
932                  _mesa_get_format_name(att->Renderbuffer->Format));
933       }
934       else {
935          fprintf(stderr, "  %2d: none\n", i);
936       }
937    }
938 }
939