1 /*
2 * Mesa 3-D graphics library
3 * Version: 6.5
4 *
5 * Copyright (C) 1999-2006 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 software-based renderbuffers.
28 * Also, routines for reading/writing software-based renderbuffer data as
29 * ubytes, ushorts, uints, etc.
30 */
31
32
33 #include "main/glheader.h"
34 #include "main/imports.h"
35 #include "main/context.h"
36 #include "main/fbobject.h"
37 #include "main/formats.h"
38 #include "main/mtypes.h"
39 #include "main/renderbuffer.h"
40 #include "swrast/s_context.h"
41 #include "swrast/s_renderbuffer.h"
42
43
44 /**
45 * This is a software fallback for the gl_renderbuffer->AllocStorage
46 * function.
47 * Device drivers will typically override this function for the buffers
48 * which it manages (typically color buffers, Z and stencil).
49 * Other buffers (like software accumulation and aux buffers) which the driver
50 * doesn't manage can be handled with this function.
51 *
52 * This one multi-purpose function can allocate stencil, depth, accum, color
53 * or color-index buffers!
54 */
55 static GLboolean
soft_renderbuffer_storage(struct gl_context * ctx,struct gl_renderbuffer * rb,GLenum internalFormat,GLuint width,GLuint height)56 soft_renderbuffer_storage(struct gl_context *ctx, struct gl_renderbuffer *rb,
57 GLenum internalFormat,
58 GLuint width, GLuint height)
59 {
60 struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
61 GLuint bpp;
62
63 switch (internalFormat) {
64 case GL_RGB:
65 case GL_R3_G3_B2:
66 case GL_RGB4:
67 case GL_RGB5:
68 case GL_RGB8:
69 case GL_RGB10:
70 case GL_RGB12:
71 case GL_RGB16:
72 rb->Format = MESA_FORMAT_RGB888;
73 break;
74 case GL_RGBA:
75 case GL_RGBA2:
76 case GL_RGBA4:
77 case GL_RGB5_A1:
78 case GL_RGBA8:
79 #if 1
80 case GL_RGB10_A2:
81 case GL_RGBA12:
82 #endif
83 if (_mesa_little_endian())
84 rb->Format = MESA_FORMAT_RGBA8888_REV;
85 else
86 rb->Format = MESA_FORMAT_RGBA8888;
87 break;
88 case GL_RGBA16:
89 case GL_RGBA16_SNORM:
90 /* for accum buffer */
91 rb->Format = MESA_FORMAT_SIGNED_RGBA_16;
92 break;
93 case GL_STENCIL_INDEX:
94 case GL_STENCIL_INDEX1_EXT:
95 case GL_STENCIL_INDEX4_EXT:
96 case GL_STENCIL_INDEX8_EXT:
97 case GL_STENCIL_INDEX16_EXT:
98 rb->Format = MESA_FORMAT_S8;
99 break;
100 case GL_DEPTH_COMPONENT:
101 case GL_DEPTH_COMPONENT16:
102 rb->Format = MESA_FORMAT_Z16;
103 break;
104 case GL_DEPTH_COMPONENT24:
105 rb->Format = MESA_FORMAT_X8_Z24;
106 break;
107 case GL_DEPTH_COMPONENT32:
108 rb->Format = MESA_FORMAT_Z32;
109 break;
110 case GL_DEPTH_STENCIL_EXT:
111 case GL_DEPTH24_STENCIL8_EXT:
112 rb->Format = MESA_FORMAT_Z24_S8;
113 break;
114 default:
115 /* unsupported format */
116 return GL_FALSE;
117 }
118
119 bpp = _mesa_get_format_bytes(rb->Format);
120
121 /* free old buffer storage */
122 if (srb->Buffer) {
123 free(srb->Buffer);
124 srb->Buffer = NULL;
125 }
126
127 srb->RowStride = width * bpp;
128
129 if (width > 0 && height > 0) {
130 /* allocate new buffer storage */
131 srb->Buffer = malloc(srb->RowStride * height);
132
133 if (srb->Buffer == NULL) {
134 rb->Width = 0;
135 rb->Height = 0;
136 _mesa_error(ctx, GL_OUT_OF_MEMORY,
137 "software renderbuffer allocation (%d x %d x %d)",
138 width, height, bpp);
139 return GL_FALSE;
140 }
141 }
142
143 rb->Width = width;
144 rb->Height = height;
145 rb->_BaseFormat = _mesa_base_fbo_format(ctx, internalFormat);
146
147 if (rb->Name == 0 &&
148 internalFormat == GL_RGBA16_SNORM &&
149 rb->_BaseFormat == 0) {
150 /* NOTE: This is a special case just for accumulation buffers.
151 * This is a very limited use case- there's no snorm texturing or
152 * rendering going on.
153 */
154 rb->_BaseFormat = GL_RGBA;
155 }
156 else {
157 /* the internalFormat should have been error checked long ago */
158 ASSERT(rb->_BaseFormat);
159 }
160
161 return GL_TRUE;
162 }
163
164
165 /**
166 * Called via gl_renderbuffer::Delete()
167 */
168 static void
soft_renderbuffer_delete(struct gl_context * ctx,struct gl_renderbuffer * rb)169 soft_renderbuffer_delete(struct gl_context *ctx, struct gl_renderbuffer *rb)
170 {
171 struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
172
173 free(srb->Buffer);
174 srb->Buffer = NULL;
175 _mesa_delete_renderbuffer(ctx, rb);
176 }
177
178
179 void
_swrast_map_soft_renderbuffer(struct gl_context * ctx,struct gl_renderbuffer * rb,GLuint x,GLuint y,GLuint w,GLuint h,GLbitfield mode,GLubyte ** out_map,GLint * out_stride)180 _swrast_map_soft_renderbuffer(struct gl_context *ctx,
181 struct gl_renderbuffer *rb,
182 GLuint x, GLuint y, GLuint w, GLuint h,
183 GLbitfield mode,
184 GLubyte **out_map,
185 GLint *out_stride)
186 {
187 struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
188 GLubyte *map = srb->Buffer;
189 int cpp = _mesa_get_format_bytes(rb->Format);
190 int stride = rb->Width * cpp;
191
192 if (!map) {
193 *out_map = NULL;
194 *out_stride = 0;
195 }
196
197 map += y * stride;
198 map += x * cpp;
199
200 *out_map = map;
201 *out_stride = stride;
202 }
203
204
205 void
_swrast_unmap_soft_renderbuffer(struct gl_context * ctx,struct gl_renderbuffer * rb)206 _swrast_unmap_soft_renderbuffer(struct gl_context *ctx,
207 struct gl_renderbuffer *rb)
208 {
209 }
210
211
212
213 /**
214 * Allocate a software-based renderbuffer. This is called via the
215 * ctx->Driver.NewRenderbuffer() function when the user creates a new
216 * renderbuffer.
217 * This would not be used for hardware-based renderbuffers.
218 */
219 struct gl_renderbuffer *
_swrast_new_soft_renderbuffer(struct gl_context * ctx,GLuint name)220 _swrast_new_soft_renderbuffer(struct gl_context *ctx, GLuint name)
221 {
222 struct swrast_renderbuffer *srb = CALLOC_STRUCT(swrast_renderbuffer);
223 if (srb) {
224 _mesa_init_renderbuffer(&srb->Base, name);
225 srb->Base.AllocStorage = soft_renderbuffer_storage;
226 srb->Base.Delete = soft_renderbuffer_delete;
227 }
228 return &srb->Base;
229 }
230
231
232 /**
233 * Add software-based color renderbuffers to the given framebuffer.
234 * This is a helper routine for device drivers when creating a
235 * window system framebuffer (not a user-created render/framebuffer).
236 * Once this function is called, you can basically forget about this
237 * renderbuffer; core Mesa will handle all the buffer management and
238 * rendering!
239 */
240 static GLboolean
add_color_renderbuffers(struct gl_context * ctx,struct gl_framebuffer * fb,GLuint rgbBits,GLuint alphaBits,GLboolean frontLeft,GLboolean backLeft,GLboolean frontRight,GLboolean backRight)241 add_color_renderbuffers(struct gl_context *ctx, struct gl_framebuffer *fb,
242 GLuint rgbBits, GLuint alphaBits,
243 GLboolean frontLeft, GLboolean backLeft,
244 GLboolean frontRight, GLboolean backRight)
245 {
246 gl_buffer_index b;
247
248 if (rgbBits > 16 || alphaBits > 16) {
249 _mesa_problem(ctx,
250 "Unsupported bit depth in add_color_renderbuffers");
251 return GL_FALSE;
252 }
253
254 assert(MAX_COLOR_ATTACHMENTS >= 4);
255
256 for (b = BUFFER_FRONT_LEFT; b <= BUFFER_BACK_RIGHT; b++) {
257 struct gl_renderbuffer *rb;
258
259 if (b == BUFFER_FRONT_LEFT && !frontLeft)
260 continue;
261 else if (b == BUFFER_BACK_LEFT && !backLeft)
262 continue;
263 else if (b == BUFFER_FRONT_RIGHT && !frontRight)
264 continue;
265 else if (b == BUFFER_BACK_RIGHT && !backRight)
266 continue;
267
268 assert(fb->Attachment[b].Renderbuffer == NULL);
269
270 rb = ctx->Driver.NewRenderbuffer(ctx, 0);
271 if (!rb) {
272 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating color buffer");
273 return GL_FALSE;
274 }
275
276 rb->InternalFormat = GL_RGBA;
277
278 rb->AllocStorage = soft_renderbuffer_storage;
279 _mesa_add_renderbuffer(fb, b, rb);
280 }
281
282 return GL_TRUE;
283 }
284
285
286 /**
287 * Add a software-based depth renderbuffer to the given framebuffer.
288 * This is a helper routine for device drivers when creating a
289 * window system framebuffer (not a user-created render/framebuffer).
290 * Once this function is called, you can basically forget about this
291 * renderbuffer; core Mesa will handle all the buffer management and
292 * rendering!
293 */
294 static GLboolean
add_depth_renderbuffer(struct gl_context * ctx,struct gl_framebuffer * fb,GLuint depthBits)295 add_depth_renderbuffer(struct gl_context *ctx, struct gl_framebuffer *fb,
296 GLuint depthBits)
297 {
298 struct gl_renderbuffer *rb;
299
300 if (depthBits > 32) {
301 _mesa_problem(ctx,
302 "Unsupported depthBits in add_depth_renderbuffer");
303 return GL_FALSE;
304 }
305
306 assert(fb->Attachment[BUFFER_DEPTH].Renderbuffer == NULL);
307
308 rb = _swrast_new_soft_renderbuffer(ctx, 0);
309 if (!rb) {
310 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating depth buffer");
311 return GL_FALSE;
312 }
313
314 if (depthBits <= 16) {
315 rb->InternalFormat = GL_DEPTH_COMPONENT16;
316 }
317 else if (depthBits <= 24) {
318 rb->InternalFormat = GL_DEPTH_COMPONENT24;
319 }
320 else {
321 rb->InternalFormat = GL_DEPTH_COMPONENT32;
322 }
323
324 rb->AllocStorage = soft_renderbuffer_storage;
325 _mesa_add_renderbuffer(fb, BUFFER_DEPTH, rb);
326
327 return GL_TRUE;
328 }
329
330
331 /**
332 * Add a software-based stencil renderbuffer to the given framebuffer.
333 * This is a helper routine for device drivers when creating a
334 * window system framebuffer (not a user-created render/framebuffer).
335 * Once this function is called, you can basically forget about this
336 * renderbuffer; core Mesa will handle all the buffer management and
337 * rendering!
338 */
339 static GLboolean
add_stencil_renderbuffer(struct gl_context * ctx,struct gl_framebuffer * fb,GLuint stencilBits)340 add_stencil_renderbuffer(struct gl_context *ctx, struct gl_framebuffer *fb,
341 GLuint stencilBits)
342 {
343 struct gl_renderbuffer *rb;
344
345 if (stencilBits > 16) {
346 _mesa_problem(ctx,
347 "Unsupported stencilBits in add_stencil_renderbuffer");
348 return GL_FALSE;
349 }
350
351 assert(fb->Attachment[BUFFER_STENCIL].Renderbuffer == NULL);
352
353 rb = _swrast_new_soft_renderbuffer(ctx, 0);
354 if (!rb) {
355 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating stencil buffer");
356 return GL_FALSE;
357 }
358
359 assert(stencilBits <= 8);
360 rb->InternalFormat = GL_STENCIL_INDEX8;
361
362 rb->AllocStorage = soft_renderbuffer_storage;
363 _mesa_add_renderbuffer(fb, BUFFER_STENCIL, rb);
364
365 return GL_TRUE;
366 }
367
368
369 static GLboolean
add_depth_stencil_renderbuffer(struct gl_context * ctx,struct gl_framebuffer * fb)370 add_depth_stencil_renderbuffer(struct gl_context *ctx,
371 struct gl_framebuffer *fb)
372 {
373 struct gl_renderbuffer *rb;
374
375 assert(fb->Attachment[BUFFER_DEPTH].Renderbuffer == NULL);
376 assert(fb->Attachment[BUFFER_STENCIL].Renderbuffer == NULL);
377
378 rb = _swrast_new_soft_renderbuffer(ctx, 0);
379 if (!rb) {
380 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating depth+stencil buffer");
381 return GL_FALSE;
382 }
383
384 rb->InternalFormat = GL_DEPTH_STENCIL;
385
386 rb->AllocStorage = soft_renderbuffer_storage;
387 _mesa_add_renderbuffer(fb, BUFFER_DEPTH, rb);
388 _mesa_add_renderbuffer(fb, BUFFER_STENCIL, rb);
389
390 return GL_TRUE;
391 }
392
393
394 /**
395 * Add a software-based accumulation renderbuffer to the given framebuffer.
396 * This is a helper routine for device drivers when creating a
397 * window system framebuffer (not a user-created render/framebuffer).
398 * Once this function is called, you can basically forget about this
399 * renderbuffer; core Mesa will handle all the buffer management and
400 * rendering!
401 */
402 static GLboolean
add_accum_renderbuffer(struct gl_context * ctx,struct gl_framebuffer * fb,GLuint redBits,GLuint greenBits,GLuint blueBits,GLuint alphaBits)403 add_accum_renderbuffer(struct gl_context *ctx, struct gl_framebuffer *fb,
404 GLuint redBits, GLuint greenBits,
405 GLuint blueBits, GLuint alphaBits)
406 {
407 struct gl_renderbuffer *rb;
408
409 if (redBits > 16 || greenBits > 16 || blueBits > 16 || alphaBits > 16) {
410 _mesa_problem(ctx,
411 "Unsupported accumBits in add_accum_renderbuffer");
412 return GL_FALSE;
413 }
414
415 assert(fb->Attachment[BUFFER_ACCUM].Renderbuffer == NULL);
416
417 rb = _swrast_new_soft_renderbuffer(ctx, 0);
418 if (!rb) {
419 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating accum buffer");
420 return GL_FALSE;
421 }
422
423 rb->InternalFormat = GL_RGBA16_SNORM;
424 rb->AllocStorage = soft_renderbuffer_storage;
425 _mesa_add_renderbuffer(fb, BUFFER_ACCUM, rb);
426
427 return GL_TRUE;
428 }
429
430
431
432 /**
433 * Add a software-based aux renderbuffer to the given framebuffer.
434 * This is a helper routine for device drivers when creating a
435 * window system framebuffer (not a user-created render/framebuffer).
436 * Once this function is called, you can basically forget about this
437 * renderbuffer; core Mesa will handle all the buffer management and
438 * rendering!
439 *
440 * NOTE: color-index aux buffers not supported.
441 */
442 static GLboolean
add_aux_renderbuffers(struct gl_context * ctx,struct gl_framebuffer * fb,GLuint colorBits,GLuint numBuffers)443 add_aux_renderbuffers(struct gl_context *ctx, struct gl_framebuffer *fb,
444 GLuint colorBits, GLuint numBuffers)
445 {
446 GLuint i;
447
448 if (colorBits > 16) {
449 _mesa_problem(ctx,
450 "Unsupported colorBits in add_aux_renderbuffers");
451 return GL_FALSE;
452 }
453
454 assert(numBuffers <= MAX_AUX_BUFFERS);
455
456 for (i = 0; i < numBuffers; i++) {
457 struct gl_renderbuffer *rb = _swrast_new_soft_renderbuffer(ctx, 0);
458
459 assert(fb->Attachment[BUFFER_AUX0 + i].Renderbuffer == NULL);
460
461 if (!rb) {
462 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating aux buffer");
463 return GL_FALSE;
464 }
465
466 assert (colorBits <= 8);
467 rb->InternalFormat = GL_RGBA;
468
469 rb->AllocStorage = soft_renderbuffer_storage;
470 _mesa_add_renderbuffer(fb, BUFFER_AUX0 + i, rb);
471 }
472 return GL_TRUE;
473 }
474
475
476 /**
477 * Create/attach software-based renderbuffers to the given framebuffer.
478 * This is a helper routine for device drivers. Drivers can just as well
479 * call the individual _mesa_add_*_renderbuffer() routines directly.
480 */
481 void
_swrast_add_soft_renderbuffers(struct gl_framebuffer * fb,GLboolean color,GLboolean depth,GLboolean stencil,GLboolean accum,GLboolean alpha,GLboolean aux)482 _swrast_add_soft_renderbuffers(struct gl_framebuffer *fb,
483 GLboolean color,
484 GLboolean depth,
485 GLboolean stencil,
486 GLboolean accum,
487 GLboolean alpha,
488 GLboolean aux)
489 {
490 GLboolean frontLeft = GL_TRUE;
491 GLboolean backLeft = fb->Visual.doubleBufferMode;
492 GLboolean frontRight = fb->Visual.stereoMode;
493 GLboolean backRight = fb->Visual.stereoMode && fb->Visual.doubleBufferMode;
494
495 if (color) {
496 assert(fb->Visual.redBits == fb->Visual.greenBits);
497 assert(fb->Visual.redBits == fb->Visual.blueBits);
498 add_color_renderbuffers(NULL, fb,
499 fb->Visual.redBits,
500 fb->Visual.alphaBits,
501 frontLeft, backLeft,
502 frontRight, backRight);
503 }
504
505 #if 0
506 /* This is pretty much for debugging purposes only since there's a perf
507 * hit for using combined depth/stencil in swrast.
508 */
509 if (depth && fb->Visual.depthBits == 24 &&
510 stencil && fb->Visual.stencilBits == 8) {
511 /* use combined depth/stencil buffer */
512 add_depth_stencil_renderbuffer(NULL, fb);
513 }
514 else
515 #else
516 (void) add_depth_stencil_renderbuffer;
517 #endif
518 {
519 if (depth) {
520 assert(fb->Visual.depthBits > 0);
521 add_depth_renderbuffer(NULL, fb, fb->Visual.depthBits);
522 }
523
524 if (stencil) {
525 assert(fb->Visual.stencilBits > 0);
526 add_stencil_renderbuffer(NULL, fb, fb->Visual.stencilBits);
527 }
528 }
529
530 if (accum) {
531 assert(fb->Visual.accumRedBits > 0);
532 assert(fb->Visual.accumGreenBits > 0);
533 assert(fb->Visual.accumBlueBits > 0);
534 add_accum_renderbuffer(NULL, fb,
535 fb->Visual.accumRedBits,
536 fb->Visual.accumGreenBits,
537 fb->Visual.accumBlueBits,
538 fb->Visual.accumAlphaBits);
539 }
540
541 if (aux) {
542 assert(fb->Visual.numAuxBuffers > 0);
543 add_aux_renderbuffers(NULL, fb, fb->Visual.redBits,
544 fb->Visual.numAuxBuffers);
545 }
546
547 #if 0
548 if (multisample) {
549 /* maybe someday */
550 }
551 #endif
552 }
553
554
555
556 static void
map_attachment(struct gl_context * ctx,struct gl_framebuffer * fb,gl_buffer_index buffer)557 map_attachment(struct gl_context *ctx,
558 struct gl_framebuffer *fb,
559 gl_buffer_index buffer)
560 {
561 struct gl_texture_object *texObj = fb->Attachment[buffer].Texture;
562 struct gl_renderbuffer *rb = fb->Attachment[buffer].Renderbuffer;
563 struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
564
565 if (texObj) {
566 /* map texture image (render to texture) */
567 const GLuint level = fb->Attachment[buffer].TextureLevel;
568 const GLuint face = fb->Attachment[buffer].CubeMapFace;
569 const GLuint slice = fb->Attachment[buffer].Zoffset;
570 struct gl_texture_image *texImage = texObj->Image[face][level];
571 if (texImage) {
572 ctx->Driver.MapTextureImage(ctx, texImage, slice,
573 0, 0, texImage->Width, texImage->Height,
574 GL_MAP_READ_BIT | GL_MAP_WRITE_BIT,
575 &srb->Map, &srb->RowStride);
576 }
577 }
578 else if (rb) {
579 /* Map ordinary renderbuffer */
580 ctx->Driver.MapRenderbuffer(ctx, rb,
581 0, 0, rb->Width, rb->Height,
582 GL_MAP_READ_BIT | GL_MAP_WRITE_BIT,
583 &srb->Map, &srb->RowStride);
584 }
585
586 assert(srb->Map);
587 }
588
589
590 static void
unmap_attachment(struct gl_context * ctx,struct gl_framebuffer * fb,gl_buffer_index buffer)591 unmap_attachment(struct gl_context *ctx,
592 struct gl_framebuffer *fb,
593 gl_buffer_index buffer)
594 {
595 struct gl_texture_object *texObj = fb->Attachment[buffer].Texture;
596 struct gl_renderbuffer *rb = fb->Attachment[buffer].Renderbuffer;
597 struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
598
599 if (texObj) {
600 /* unmap texture image (render to texture) */
601 const GLuint level = fb->Attachment[buffer].TextureLevel;
602 const GLuint face = fb->Attachment[buffer].CubeMapFace;
603 const GLuint slice = fb->Attachment[buffer].Zoffset;
604 struct gl_texture_image *texImage = texObj->Image[face][level];
605 if (texImage) {
606 ctx->Driver.UnmapTextureImage(ctx, texImage, slice);
607 }
608 }
609 else if (rb) {
610 /* unmap ordinary renderbuffer */
611 ctx->Driver.UnmapRenderbuffer(ctx, rb);
612 }
613
614 srb->Map = NULL;
615 }
616
617
618 /**
619 * Determine what type to use (ubyte vs. float) for span colors for the
620 * given renderbuffer.
621 * See also _swrast_write_rgba_span().
622 */
623 static void
find_renderbuffer_colortype(struct gl_renderbuffer * rb)624 find_renderbuffer_colortype(struct gl_renderbuffer *rb)
625 {
626 struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
627 GLuint rbMaxBits = _mesa_get_format_max_bits(rb->Format);
628 GLenum rbDatatype = _mesa_get_format_datatype(rb->Format);
629
630 if (rbDatatype == GL_UNSIGNED_NORMALIZED && rbMaxBits <= 8) {
631 /* the buffer's values fit in GLubyte values */
632 srb->ColorType = GL_UNSIGNED_BYTE;
633 }
634 else {
635 /* use floats otherwise */
636 srb->ColorType = GL_FLOAT;
637 }
638 }
639
640
641 /**
642 * Map the renderbuffers we'll use for tri/line/point rendering.
643 */
644 void
_swrast_map_renderbuffers(struct gl_context * ctx)645 _swrast_map_renderbuffers(struct gl_context *ctx)
646 {
647 struct gl_framebuffer *fb = ctx->DrawBuffer;
648 struct gl_renderbuffer *depthRb, *stencilRb;
649 GLuint buf;
650
651 depthRb = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
652 if (depthRb) {
653 /* map depth buffer */
654 map_attachment(ctx, fb, BUFFER_DEPTH);
655 }
656
657 stencilRb = fb->Attachment[BUFFER_STENCIL].Renderbuffer;
658 if (stencilRb && stencilRb != depthRb) {
659 /* map stencil buffer */
660 map_attachment(ctx, fb, BUFFER_STENCIL);
661 }
662
663 for (buf = 0; buf < fb->_NumColorDrawBuffers; buf++) {
664 map_attachment(ctx, fb, fb->_ColorDrawBufferIndexes[buf]);
665 find_renderbuffer_colortype(fb->_ColorDrawBuffers[buf]);
666 }
667 }
668
669
670 /**
671 * Unmap renderbuffers after rendering.
672 */
673 void
_swrast_unmap_renderbuffers(struct gl_context * ctx)674 _swrast_unmap_renderbuffers(struct gl_context *ctx)
675 {
676 struct gl_framebuffer *fb = ctx->DrawBuffer;
677 struct gl_renderbuffer *depthRb, *stencilRb;
678 GLuint buf;
679
680 depthRb = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
681 if (depthRb) {
682 /* map depth buffer */
683 unmap_attachment(ctx, fb, BUFFER_DEPTH);
684 }
685
686 stencilRb = fb->Attachment[BUFFER_STENCIL].Renderbuffer;
687 if (stencilRb && stencilRb != depthRb) {
688 /* map stencil buffer */
689 unmap_attachment(ctx, fb, BUFFER_STENCIL);
690 }
691
692 for (buf = 0; buf < fb->_NumColorDrawBuffers; buf++) {
693 unmap_attachment(ctx, fb, fb->_ColorDrawBufferIndexes[buf]);
694 }
695 }
696