1*61046927SAndroid Build Coastguard Worker /*
2*61046927SAndroid Build Coastguard Worker * Mesa 3-D graphics library
3*61046927SAndroid Build Coastguard Worker *
4*61046927SAndroid Build Coastguard Worker * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5*61046927SAndroid Build Coastguard Worker *
6*61046927SAndroid Build Coastguard Worker * Permission is hereby granted, free of charge, to any person obtaining a
7*61046927SAndroid Build Coastguard Worker * copy of this software and associated documentation files (the "Software"),
8*61046927SAndroid Build Coastguard Worker * to deal in the Software without restriction, including without limitation
9*61046927SAndroid Build Coastguard Worker * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10*61046927SAndroid Build Coastguard Worker * and/or sell copies of the Software, and to permit persons to whom the
11*61046927SAndroid Build Coastguard Worker * Software is furnished to do so, subject to the following conditions:
12*61046927SAndroid Build Coastguard Worker *
13*61046927SAndroid Build Coastguard Worker * The above copyright notice and this permission notice shall be included
14*61046927SAndroid Build Coastguard Worker * in all copies or substantial portions of the Software.
15*61046927SAndroid Build Coastguard Worker *
16*61046927SAndroid Build Coastguard Worker * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17*61046927SAndroid Build Coastguard Worker * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18*61046927SAndroid Build Coastguard Worker * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19*61046927SAndroid Build Coastguard Worker * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20*61046927SAndroid Build Coastguard Worker * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21*61046927SAndroid Build Coastguard Worker * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22*61046927SAndroid Build Coastguard Worker * OTHER DEALINGS IN THE SOFTWARE.
23*61046927SAndroid Build Coastguard Worker */
24*61046927SAndroid Build Coastguard Worker
25*61046927SAndroid Build Coastguard Worker
26*61046927SAndroid Build Coastguard Worker /**
27*61046927SAndroid Build Coastguard Worker * Functions for allocating/managing framebuffers and renderbuffers.
28*61046927SAndroid Build Coastguard Worker * Also, routines for reading/writing renderbuffer data as ubytes,
29*61046927SAndroid Build Coastguard Worker * ushorts, uints, etc.
30*61046927SAndroid Build Coastguard Worker */
31*61046927SAndroid Build Coastguard Worker
32*61046927SAndroid Build Coastguard Worker #include <stdio.h>
33*61046927SAndroid Build Coastguard Worker #include "util/glheader.h"
34*61046927SAndroid Build Coastguard Worker
35*61046927SAndroid Build Coastguard Worker #include "blend.h"
36*61046927SAndroid Build Coastguard Worker #include "buffers.h"
37*61046927SAndroid Build Coastguard Worker #include "context.h"
38*61046927SAndroid Build Coastguard Worker #include "draw_validate.h"
39*61046927SAndroid Build Coastguard Worker #include "enums.h"
40*61046927SAndroid Build Coastguard Worker #include "formats.h"
41*61046927SAndroid Build Coastguard Worker #include "macros.h"
42*61046927SAndroid Build Coastguard Worker #include "mtypes.h"
43*61046927SAndroid Build Coastguard Worker #include "fbobject.h"
44*61046927SAndroid Build Coastguard Worker #include "framebuffer.h"
45*61046927SAndroid Build Coastguard Worker #include "renderbuffer.h"
46*61046927SAndroid Build Coastguard Worker #include "texobj.h"
47*61046927SAndroid Build Coastguard Worker #include "glformats.h"
48*61046927SAndroid Build Coastguard Worker #include "state.h"
49*61046927SAndroid Build Coastguard Worker #include "util/u_memory.h"
50*61046927SAndroid Build Coastguard Worker
51*61046927SAndroid Build Coastguard Worker #include "state_tracker/st_manager.h"
52*61046927SAndroid Build Coastguard Worker
53*61046927SAndroid Build Coastguard Worker /**
54*61046927SAndroid Build Coastguard Worker * Compute/set the _DepthMax field for the given framebuffer.
55*61046927SAndroid Build Coastguard Worker * This value depends on the Z buffer resolution.
56*61046927SAndroid Build Coastguard Worker */
57*61046927SAndroid Build Coastguard Worker static void
compute_depth_max(struct gl_framebuffer * fb)58*61046927SAndroid Build Coastguard Worker compute_depth_max(struct gl_framebuffer *fb)
59*61046927SAndroid Build Coastguard Worker {
60*61046927SAndroid Build Coastguard Worker if (fb->Visual.depthBits == 0) {
61*61046927SAndroid Build Coastguard Worker /* Special case. Even if we don't have a depth buffer we need
62*61046927SAndroid Build Coastguard Worker * good values for DepthMax for Z vertex transformation purposes
63*61046927SAndroid Build Coastguard Worker * and for per-fragment fog computation.
64*61046927SAndroid Build Coastguard Worker */
65*61046927SAndroid Build Coastguard Worker fb->_DepthMax = (1 << 16) - 1;
66*61046927SAndroid Build Coastguard Worker }
67*61046927SAndroid Build Coastguard Worker else if (fb->Visual.depthBits < 32) {
68*61046927SAndroid Build Coastguard Worker fb->_DepthMax = (1 << fb->Visual.depthBits) - 1;
69*61046927SAndroid Build Coastguard Worker }
70*61046927SAndroid Build Coastguard Worker else {
71*61046927SAndroid Build Coastguard Worker /* Special case since shift values greater than or equal to the
72*61046927SAndroid Build Coastguard Worker * number of bits in the left hand expression's type are undefined.
73*61046927SAndroid Build Coastguard Worker */
74*61046927SAndroid Build Coastguard Worker fb->_DepthMax = 0xffffffff;
75*61046927SAndroid Build Coastguard Worker }
76*61046927SAndroid Build Coastguard Worker fb->_DepthMaxF = (GLfloat) fb->_DepthMax;
77*61046927SAndroid Build Coastguard Worker
78*61046927SAndroid Build Coastguard Worker /* Minimum resolvable depth value, for polygon offset */
79*61046927SAndroid Build Coastguard Worker fb->_MRD = (GLfloat)1.0 / fb->_DepthMaxF;
80*61046927SAndroid Build Coastguard Worker }
81*61046927SAndroid Build Coastguard Worker
82*61046927SAndroid Build Coastguard Worker /**
83*61046927SAndroid Build Coastguard Worker * Allocate a new gl_framebuffer object.
84*61046927SAndroid Build Coastguard Worker * This is the default function for ctx->Driver.NewFramebuffer().
85*61046927SAndroid Build Coastguard Worker * This is for allocating user-created framebuffers, not window-system
86*61046927SAndroid Build Coastguard Worker * framebuffers!
87*61046927SAndroid Build Coastguard Worker */
88*61046927SAndroid Build Coastguard Worker struct gl_framebuffer *
_mesa_new_framebuffer(struct gl_context * ctx,GLuint name)89*61046927SAndroid Build Coastguard Worker _mesa_new_framebuffer(struct gl_context *ctx, GLuint name)
90*61046927SAndroid Build Coastguard Worker {
91*61046927SAndroid Build Coastguard Worker struct gl_framebuffer *fb;
92*61046927SAndroid Build Coastguard Worker (void) ctx;
93*61046927SAndroid Build Coastguard Worker assert(name != 0);
94*61046927SAndroid Build Coastguard Worker fb = CALLOC_STRUCT(gl_framebuffer);
95*61046927SAndroid Build Coastguard Worker if (fb) {
96*61046927SAndroid Build Coastguard Worker _mesa_initialize_user_framebuffer(fb, name);
97*61046927SAndroid Build Coastguard Worker }
98*61046927SAndroid Build Coastguard Worker return fb;
99*61046927SAndroid Build Coastguard Worker }
100*61046927SAndroid Build Coastguard Worker
101*61046927SAndroid Build Coastguard Worker
102*61046927SAndroid Build Coastguard Worker /**
103*61046927SAndroid Build Coastguard Worker * Initialize a gl_framebuffer object. Typically used to initialize
104*61046927SAndroid Build Coastguard Worker * window system-created framebuffers, not user-created framebuffers.
105*61046927SAndroid Build Coastguard Worker * \sa _mesa_initialize_user_framebuffer
106*61046927SAndroid Build Coastguard Worker */
107*61046927SAndroid Build Coastguard Worker void
_mesa_initialize_window_framebuffer(struct gl_framebuffer * fb,const struct gl_config * visual)108*61046927SAndroid Build Coastguard Worker _mesa_initialize_window_framebuffer(struct gl_framebuffer *fb,
109*61046927SAndroid Build Coastguard Worker const struct gl_config *visual)
110*61046927SAndroid Build Coastguard Worker {
111*61046927SAndroid Build Coastguard Worker assert(fb);
112*61046927SAndroid Build Coastguard Worker assert(visual);
113*61046927SAndroid Build Coastguard Worker
114*61046927SAndroid Build Coastguard Worker memset(fb, 0, sizeof(struct gl_framebuffer));
115*61046927SAndroid Build Coastguard Worker
116*61046927SAndroid Build Coastguard Worker simple_mtx_init(&fb->Mutex, mtx_plain);
117*61046927SAndroid Build Coastguard Worker
118*61046927SAndroid Build Coastguard Worker fb->RefCount = 1;
119*61046927SAndroid Build Coastguard Worker
120*61046927SAndroid Build Coastguard Worker /* save the visual */
121*61046927SAndroid Build Coastguard Worker fb->Visual = *visual;
122*61046927SAndroid Build Coastguard Worker
123*61046927SAndroid Build Coastguard Worker /* Init read/draw renderbuffer state */
124*61046927SAndroid Build Coastguard Worker if (visual->doubleBufferMode) {
125*61046927SAndroid Build Coastguard Worker fb->_NumColorDrawBuffers = 1;
126*61046927SAndroid Build Coastguard Worker fb->ColorDrawBuffer[0] = GL_BACK;
127*61046927SAndroid Build Coastguard Worker fb->_ColorDrawBufferIndexes[0] = BUFFER_BACK_LEFT;
128*61046927SAndroid Build Coastguard Worker fb->ColorReadBuffer = GL_BACK;
129*61046927SAndroid Build Coastguard Worker fb->_ColorReadBufferIndex = BUFFER_BACK_LEFT;
130*61046927SAndroid Build Coastguard Worker }
131*61046927SAndroid Build Coastguard Worker else {
132*61046927SAndroid Build Coastguard Worker fb->_NumColorDrawBuffers = 1;
133*61046927SAndroid Build Coastguard Worker fb->ColorDrawBuffer[0] = GL_FRONT;
134*61046927SAndroid Build Coastguard Worker fb->_ColorDrawBufferIndexes[0] = BUFFER_FRONT_LEFT;
135*61046927SAndroid Build Coastguard Worker fb->ColorReadBuffer = GL_FRONT;
136*61046927SAndroid Build Coastguard Worker fb->_ColorReadBufferIndex = BUFFER_FRONT_LEFT;
137*61046927SAndroid Build Coastguard Worker }
138*61046927SAndroid Build Coastguard Worker
139*61046927SAndroid Build Coastguard Worker fb->Delete = _mesa_destroy_framebuffer;
140*61046927SAndroid Build Coastguard Worker fb->_Status = GL_FRAMEBUFFER_COMPLETE_EXT;
141*61046927SAndroid Build Coastguard Worker fb->_AllColorBuffersFixedPoint = !visual->floatMode;
142*61046927SAndroid Build Coastguard Worker fb->_HasSNormOrFloatColorBuffer = visual->floatMode;
143*61046927SAndroid Build Coastguard Worker fb->_HasAttachments = true;
144*61046927SAndroid Build Coastguard Worker fb->FlipY = true;
145*61046927SAndroid Build Coastguard Worker
146*61046927SAndroid Build Coastguard Worker fb->SampleLocationTable = NULL;
147*61046927SAndroid Build Coastguard Worker fb->ProgrammableSampleLocations = 0;
148*61046927SAndroid Build Coastguard Worker fb->SampleLocationPixelGrid = 0;
149*61046927SAndroid Build Coastguard Worker
150*61046927SAndroid Build Coastguard Worker compute_depth_max(fb);
151*61046927SAndroid Build Coastguard Worker }
152*61046927SAndroid Build Coastguard Worker
153*61046927SAndroid Build Coastguard Worker
154*61046927SAndroid Build Coastguard Worker /**
155*61046927SAndroid Build Coastguard Worker * Initialize a user-created gl_framebuffer object.
156*61046927SAndroid Build Coastguard Worker * \sa _mesa_initialize_window_framebuffer
157*61046927SAndroid Build Coastguard Worker */
158*61046927SAndroid Build Coastguard Worker void
_mesa_initialize_user_framebuffer(struct gl_framebuffer * fb,GLuint name)159*61046927SAndroid Build Coastguard Worker _mesa_initialize_user_framebuffer(struct gl_framebuffer *fb, GLuint name)
160*61046927SAndroid Build Coastguard Worker {
161*61046927SAndroid Build Coastguard Worker assert(fb);
162*61046927SAndroid Build Coastguard Worker assert(name);
163*61046927SAndroid Build Coastguard Worker
164*61046927SAndroid Build Coastguard Worker memset(fb, 0, sizeof(struct gl_framebuffer));
165*61046927SAndroid Build Coastguard Worker
166*61046927SAndroid Build Coastguard Worker fb->Name = name;
167*61046927SAndroid Build Coastguard Worker fb->RefCount = 1;
168*61046927SAndroid Build Coastguard Worker fb->_NumColorDrawBuffers = 1;
169*61046927SAndroid Build Coastguard Worker fb->ColorDrawBuffer[0] = GL_COLOR_ATTACHMENT0_EXT;
170*61046927SAndroid Build Coastguard Worker fb->_ColorDrawBufferIndexes[0] = BUFFER_COLOR0;
171*61046927SAndroid Build Coastguard Worker fb->ColorReadBuffer = GL_COLOR_ATTACHMENT0_EXT;
172*61046927SAndroid Build Coastguard Worker fb->_ColorReadBufferIndex = BUFFER_COLOR0;
173*61046927SAndroid Build Coastguard Worker fb->SampleLocationTable = NULL;
174*61046927SAndroid Build Coastguard Worker fb->ProgrammableSampleLocations = 0;
175*61046927SAndroid Build Coastguard Worker fb->SampleLocationPixelGrid = 0;
176*61046927SAndroid Build Coastguard Worker fb->Delete = _mesa_destroy_framebuffer;
177*61046927SAndroid Build Coastguard Worker simple_mtx_init(&fb->Mutex, mtx_plain);
178*61046927SAndroid Build Coastguard Worker }
179*61046927SAndroid Build Coastguard Worker
180*61046927SAndroid Build Coastguard Worker
181*61046927SAndroid Build Coastguard Worker /**
182*61046927SAndroid Build Coastguard Worker * Deallocate buffer and everything attached to it.
183*61046927SAndroid Build Coastguard Worker * Typically called via the gl_framebuffer->Delete() method.
184*61046927SAndroid Build Coastguard Worker */
185*61046927SAndroid Build Coastguard Worker void
_mesa_destroy_framebuffer(struct gl_framebuffer * fb)186*61046927SAndroid Build Coastguard Worker _mesa_destroy_framebuffer(struct gl_framebuffer *fb)
187*61046927SAndroid Build Coastguard Worker {
188*61046927SAndroid Build Coastguard Worker if (fb) {
189*61046927SAndroid Build Coastguard Worker _mesa_free_framebuffer_data(fb);
190*61046927SAndroid Build Coastguard Worker free(fb->Label);
191*61046927SAndroid Build Coastguard Worker FREE(fb);
192*61046927SAndroid Build Coastguard Worker }
193*61046927SAndroid Build Coastguard Worker }
194*61046927SAndroid Build Coastguard Worker
195*61046927SAndroid Build Coastguard Worker
196*61046927SAndroid Build Coastguard Worker /**
197*61046927SAndroid Build Coastguard Worker * Free all the data hanging off the given gl_framebuffer, but don't free
198*61046927SAndroid Build Coastguard Worker * the gl_framebuffer object itself.
199*61046927SAndroid Build Coastguard Worker */
200*61046927SAndroid Build Coastguard Worker void
_mesa_free_framebuffer_data(struct gl_framebuffer * fb)201*61046927SAndroid Build Coastguard Worker _mesa_free_framebuffer_data(struct gl_framebuffer *fb)
202*61046927SAndroid Build Coastguard Worker {
203*61046927SAndroid Build Coastguard Worker assert(fb);
204*61046927SAndroid Build Coastguard Worker assert(fb->RefCount == 0);
205*61046927SAndroid Build Coastguard Worker
206*61046927SAndroid Build Coastguard Worker pipe_resource_reference(&fb->resolve, NULL);
207*61046927SAndroid Build Coastguard Worker
208*61046927SAndroid Build Coastguard Worker simple_mtx_destroy(&fb->Mutex);
209*61046927SAndroid Build Coastguard Worker
210*61046927SAndroid Build Coastguard Worker for (unsigned i = 0; i < BUFFER_COUNT; i++) {
211*61046927SAndroid Build Coastguard Worker struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
212*61046927SAndroid Build Coastguard Worker if (att->Renderbuffer) {
213*61046927SAndroid Build Coastguard Worker _mesa_reference_renderbuffer(&att->Renderbuffer, NULL);
214*61046927SAndroid Build Coastguard Worker }
215*61046927SAndroid Build Coastguard Worker if (att->Texture) {
216*61046927SAndroid Build Coastguard Worker _mesa_reference_texobj(&att->Texture, NULL);
217*61046927SAndroid Build Coastguard Worker }
218*61046927SAndroid Build Coastguard Worker assert(!att->Renderbuffer);
219*61046927SAndroid Build Coastguard Worker assert(!att->Texture);
220*61046927SAndroid Build Coastguard Worker att->Type = GL_NONE;
221*61046927SAndroid Build Coastguard Worker }
222*61046927SAndroid Build Coastguard Worker
223*61046927SAndroid Build Coastguard Worker free(fb->SampleLocationTable);
224*61046927SAndroid Build Coastguard Worker fb->SampleLocationTable = NULL;
225*61046927SAndroid Build Coastguard Worker }
226*61046927SAndroid Build Coastguard Worker
227*61046927SAndroid Build Coastguard Worker
228*61046927SAndroid Build Coastguard Worker /**
229*61046927SAndroid Build Coastguard Worker * Set *ptr to point to fb, with refcounting and locking.
230*61046927SAndroid Build Coastguard Worker * This is normally only called from the _mesa_reference_framebuffer() macro
231*61046927SAndroid Build Coastguard Worker * when there's a real pointer change.
232*61046927SAndroid Build Coastguard Worker */
233*61046927SAndroid Build Coastguard Worker void
_mesa_reference_framebuffer_(struct gl_framebuffer ** ptr,struct gl_framebuffer * fb)234*61046927SAndroid Build Coastguard Worker _mesa_reference_framebuffer_(struct gl_framebuffer **ptr,
235*61046927SAndroid Build Coastguard Worker struct gl_framebuffer *fb)
236*61046927SAndroid Build Coastguard Worker {
237*61046927SAndroid Build Coastguard Worker if (*ptr) {
238*61046927SAndroid Build Coastguard Worker /* unreference old renderbuffer */
239*61046927SAndroid Build Coastguard Worker GLboolean deleteFlag = GL_FALSE;
240*61046927SAndroid Build Coastguard Worker struct gl_framebuffer *oldFb = *ptr;
241*61046927SAndroid Build Coastguard Worker
242*61046927SAndroid Build Coastguard Worker simple_mtx_lock(&oldFb->Mutex);
243*61046927SAndroid Build Coastguard Worker assert(oldFb->RefCount > 0);
244*61046927SAndroid Build Coastguard Worker oldFb->RefCount--;
245*61046927SAndroid Build Coastguard Worker deleteFlag = (oldFb->RefCount == 0);
246*61046927SAndroid Build Coastguard Worker simple_mtx_unlock(&oldFb->Mutex);
247*61046927SAndroid Build Coastguard Worker
248*61046927SAndroid Build Coastguard Worker if (deleteFlag)
249*61046927SAndroid Build Coastguard Worker oldFb->Delete(oldFb);
250*61046927SAndroid Build Coastguard Worker
251*61046927SAndroid Build Coastguard Worker *ptr = NULL;
252*61046927SAndroid Build Coastguard Worker }
253*61046927SAndroid Build Coastguard Worker
254*61046927SAndroid Build Coastguard Worker if (fb) {
255*61046927SAndroid Build Coastguard Worker simple_mtx_lock(&fb->Mutex);
256*61046927SAndroid Build Coastguard Worker fb->RefCount++;
257*61046927SAndroid Build Coastguard Worker simple_mtx_unlock(&fb->Mutex);
258*61046927SAndroid Build Coastguard Worker *ptr = fb;
259*61046927SAndroid Build Coastguard Worker }
260*61046927SAndroid Build Coastguard Worker }
261*61046927SAndroid Build Coastguard Worker
262*61046927SAndroid Build Coastguard Worker
263*61046927SAndroid Build Coastguard Worker /**
264*61046927SAndroid Build Coastguard Worker * Resize the given framebuffer's renderbuffers to the new width and height.
265*61046927SAndroid Build Coastguard Worker * This should only be used for window-system framebuffers, not
266*61046927SAndroid Build Coastguard Worker * user-created renderbuffers (i.e. made with GL_EXT_framebuffer_object).
267*61046927SAndroid Build Coastguard Worker * This will typically be called directly from a device driver.
268*61046927SAndroid Build Coastguard Worker *
269*61046927SAndroid Build Coastguard Worker * \note it's possible for ctx to be null since a window can be resized
270*61046927SAndroid Build Coastguard Worker * without a currently bound rendering context.
271*61046927SAndroid Build Coastguard Worker */
272*61046927SAndroid Build Coastguard Worker void
_mesa_resize_framebuffer(struct gl_context * ctx,struct gl_framebuffer * fb,GLuint width,GLuint height)273*61046927SAndroid Build Coastguard Worker _mesa_resize_framebuffer(struct gl_context *ctx, struct gl_framebuffer *fb,
274*61046927SAndroid Build Coastguard Worker GLuint width, GLuint height)
275*61046927SAndroid Build Coastguard Worker {
276*61046927SAndroid Build Coastguard Worker /* XXX I think we could check if the size is not changing
277*61046927SAndroid Build Coastguard Worker * and return early.
278*61046927SAndroid Build Coastguard Worker */
279*61046927SAndroid Build Coastguard Worker
280*61046927SAndroid Build Coastguard Worker /* Can only resize win-sys framebuffer objects */
281*61046927SAndroid Build Coastguard Worker assert(_mesa_is_winsys_fbo(fb));
282*61046927SAndroid Build Coastguard Worker
283*61046927SAndroid Build Coastguard Worker for (unsigned i = 0; i < BUFFER_COUNT; i++) {
284*61046927SAndroid Build Coastguard Worker struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
285*61046927SAndroid Build Coastguard Worker if (att->Type == GL_RENDERBUFFER_EXT && att->Renderbuffer) {
286*61046927SAndroid Build Coastguard Worker struct gl_renderbuffer *rb = att->Renderbuffer;
287*61046927SAndroid Build Coastguard Worker /* only resize if size is changing */
288*61046927SAndroid Build Coastguard Worker if (rb->Width != width || rb->Height != height) {
289*61046927SAndroid Build Coastguard Worker if (rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height)) {
290*61046927SAndroid Build Coastguard Worker assert(rb->Width == width);
291*61046927SAndroid Build Coastguard Worker assert(rb->Height == height);
292*61046927SAndroid Build Coastguard Worker }
293*61046927SAndroid Build Coastguard Worker else {
294*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_OUT_OF_MEMORY, "Resizing framebuffer");
295*61046927SAndroid Build Coastguard Worker /* no return */
296*61046927SAndroid Build Coastguard Worker }
297*61046927SAndroid Build Coastguard Worker }
298*61046927SAndroid Build Coastguard Worker }
299*61046927SAndroid Build Coastguard Worker }
300*61046927SAndroid Build Coastguard Worker
301*61046927SAndroid Build Coastguard Worker fb->Width = width;
302*61046927SAndroid Build Coastguard Worker fb->Height = height;
303*61046927SAndroid Build Coastguard Worker
304*61046927SAndroid Build Coastguard Worker if (ctx) {
305*61046927SAndroid Build Coastguard Worker /* update scissor / window bounds */
306*61046927SAndroid Build Coastguard Worker _mesa_update_draw_buffer_bounds(ctx, ctx->DrawBuffer);
307*61046927SAndroid Build Coastguard Worker /* Signal new buffer state so that swrast will update its clipping
308*61046927SAndroid Build Coastguard Worker * info (the CLIP_BIT flag).
309*61046927SAndroid Build Coastguard Worker */
310*61046927SAndroid Build Coastguard Worker ctx->NewState |= _NEW_BUFFERS;
311*61046927SAndroid Build Coastguard Worker }
312*61046927SAndroid Build Coastguard Worker }
313*61046927SAndroid Build Coastguard Worker
314*61046927SAndroid Build Coastguard Worker /**
315*61046927SAndroid Build Coastguard Worker * Given a bounding box, intersect the bounding box with the scissor of
316*61046927SAndroid Build Coastguard Worker * a specified vieport.
317*61046927SAndroid Build Coastguard Worker *
318*61046927SAndroid Build Coastguard Worker * \param ctx GL context.
319*61046927SAndroid Build Coastguard Worker * \param idx Index of the desired viewport
320*61046927SAndroid Build Coastguard Worker * \param bbox Bounding box for the scissored viewport. Stored as xmin,
321*61046927SAndroid Build Coastguard Worker * xmax, ymin, ymax.
322*61046927SAndroid Build Coastguard Worker */
323*61046927SAndroid Build Coastguard Worker void
_mesa_intersect_scissor_bounding_box(const struct gl_context * ctx,unsigned idx,int * bbox)324*61046927SAndroid Build Coastguard Worker _mesa_intersect_scissor_bounding_box(const struct gl_context *ctx,
325*61046927SAndroid Build Coastguard Worker unsigned idx, int *bbox)
326*61046927SAndroid Build Coastguard Worker {
327*61046927SAndroid Build Coastguard Worker if (ctx->Scissor.EnableFlags & (1u << idx)) {
328*61046927SAndroid Build Coastguard Worker if (ctx->Scissor.ScissorArray[idx].X > bbox[0]) {
329*61046927SAndroid Build Coastguard Worker bbox[0] = ctx->Scissor.ScissorArray[idx].X;
330*61046927SAndroid Build Coastguard Worker }
331*61046927SAndroid Build Coastguard Worker if (ctx->Scissor.ScissorArray[idx].Y > bbox[2]) {
332*61046927SAndroid Build Coastguard Worker bbox[2] = ctx->Scissor.ScissorArray[idx].Y;
333*61046927SAndroid Build Coastguard Worker }
334*61046927SAndroid Build Coastguard Worker if (ctx->Scissor.ScissorArray[idx].X + ctx->Scissor.ScissorArray[idx].Width < bbox[1]) {
335*61046927SAndroid Build Coastguard Worker bbox[1] = ctx->Scissor.ScissorArray[idx].X + ctx->Scissor.ScissorArray[idx].Width;
336*61046927SAndroid Build Coastguard Worker }
337*61046927SAndroid Build Coastguard Worker if (ctx->Scissor.ScissorArray[idx].Y + ctx->Scissor.ScissorArray[idx].Height < bbox[3]) {
338*61046927SAndroid Build Coastguard Worker bbox[3] = ctx->Scissor.ScissorArray[idx].Y + ctx->Scissor.ScissorArray[idx].Height;
339*61046927SAndroid Build Coastguard Worker }
340*61046927SAndroid Build Coastguard Worker /* finally, check for empty region */
341*61046927SAndroid Build Coastguard Worker if (bbox[0] > bbox[1]) {
342*61046927SAndroid Build Coastguard Worker bbox[0] = bbox[1];
343*61046927SAndroid Build Coastguard Worker }
344*61046927SAndroid Build Coastguard Worker if (bbox[2] > bbox[3]) {
345*61046927SAndroid Build Coastguard Worker bbox[2] = bbox[3];
346*61046927SAndroid Build Coastguard Worker }
347*61046927SAndroid Build Coastguard Worker }
348*61046927SAndroid Build Coastguard Worker }
349*61046927SAndroid Build Coastguard Worker
350*61046927SAndroid Build Coastguard Worker /**
351*61046927SAndroid Build Coastguard Worker * Calculate the inclusive bounding box for the scissor of a specific viewport
352*61046927SAndroid Build Coastguard Worker *
353*61046927SAndroid Build Coastguard Worker * \param ctx GL context.
354*61046927SAndroid Build Coastguard Worker * \param buffer Framebuffer to be checked against
355*61046927SAndroid Build Coastguard Worker * \param idx Index of the desired viewport
356*61046927SAndroid Build Coastguard Worker * \param bbox Bounding box for the scissored viewport. Stored as xmin,
357*61046927SAndroid Build Coastguard Worker * xmax, ymin, ymax.
358*61046927SAndroid Build Coastguard Worker *
359*61046927SAndroid Build Coastguard Worker * \warning This function assumes that the framebuffer dimensions are up to
360*61046927SAndroid Build Coastguard Worker * date.
361*61046927SAndroid Build Coastguard Worker *
362*61046927SAndroid Build Coastguard Worker * \sa _mesa_clip_to_region
363*61046927SAndroid Build Coastguard Worker */
364*61046927SAndroid Build Coastguard Worker static void
scissor_bounding_box(const struct gl_context * ctx,const struct gl_framebuffer * buffer,unsigned idx,int * bbox)365*61046927SAndroid Build Coastguard Worker scissor_bounding_box(const struct gl_context *ctx,
366*61046927SAndroid Build Coastguard Worker const struct gl_framebuffer *buffer,
367*61046927SAndroid Build Coastguard Worker unsigned idx, int *bbox)
368*61046927SAndroid Build Coastguard Worker {
369*61046927SAndroid Build Coastguard Worker bbox[0] = 0;
370*61046927SAndroid Build Coastguard Worker bbox[2] = 0;
371*61046927SAndroid Build Coastguard Worker bbox[1] = buffer->Width;
372*61046927SAndroid Build Coastguard Worker bbox[3] = buffer->Height;
373*61046927SAndroid Build Coastguard Worker
374*61046927SAndroid Build Coastguard Worker _mesa_intersect_scissor_bounding_box(ctx, idx, bbox);
375*61046927SAndroid Build Coastguard Worker
376*61046927SAndroid Build Coastguard Worker assert(bbox[0] <= bbox[1]);
377*61046927SAndroid Build Coastguard Worker assert(bbox[2] <= bbox[3]);
378*61046927SAndroid Build Coastguard Worker }
379*61046927SAndroid Build Coastguard Worker
380*61046927SAndroid Build Coastguard Worker /**
381*61046927SAndroid Build Coastguard Worker * Update the context's current drawing buffer's Xmin, Xmax, Ymin, Ymax fields.
382*61046927SAndroid Build Coastguard Worker * These values are computed from the buffer's width and height and
383*61046927SAndroid Build Coastguard Worker * the scissor box, if it's enabled.
384*61046927SAndroid Build Coastguard Worker * \param ctx the GL context.
385*61046927SAndroid Build Coastguard Worker */
386*61046927SAndroid Build Coastguard Worker void
_mesa_update_draw_buffer_bounds(struct gl_context * ctx,struct gl_framebuffer * buffer)387*61046927SAndroid Build Coastguard Worker _mesa_update_draw_buffer_bounds(struct gl_context *ctx,
388*61046927SAndroid Build Coastguard Worker struct gl_framebuffer *buffer)
389*61046927SAndroid Build Coastguard Worker {
390*61046927SAndroid Build Coastguard Worker int bbox[4];
391*61046927SAndroid Build Coastguard Worker
392*61046927SAndroid Build Coastguard Worker if (!buffer)
393*61046927SAndroid Build Coastguard Worker return;
394*61046927SAndroid Build Coastguard Worker
395*61046927SAndroid Build Coastguard Worker /* Default to the first scissor as that's always valid */
396*61046927SAndroid Build Coastguard Worker scissor_bounding_box(ctx, buffer, 0, bbox);
397*61046927SAndroid Build Coastguard Worker buffer->_Xmin = bbox[0];
398*61046927SAndroid Build Coastguard Worker buffer->_Ymin = bbox[2];
399*61046927SAndroid Build Coastguard Worker buffer->_Xmax = bbox[1];
400*61046927SAndroid Build Coastguard Worker buffer->_Ymax = bbox[3];
401*61046927SAndroid Build Coastguard Worker }
402*61046927SAndroid Build Coastguard Worker
403*61046927SAndroid Build Coastguard Worker
404*61046927SAndroid Build Coastguard Worker /**
405*61046927SAndroid Build Coastguard Worker * The glGet queries of the framebuffer red/green/blue size, stencil size,
406*61046927SAndroid Build Coastguard Worker * etc. are satisfied by the fields of ctx->DrawBuffer->Visual. These can
407*61046927SAndroid Build Coastguard Worker * change depending on the renderbuffer bindings. This function updates
408*61046927SAndroid Build Coastguard Worker * the given framebuffer's Visual from the current renderbuffer bindings.
409*61046927SAndroid Build Coastguard Worker *
410*61046927SAndroid Build Coastguard Worker * This may apply to user-created framebuffers or window system framebuffers.
411*61046927SAndroid Build Coastguard Worker *
412*61046927SAndroid Build Coastguard Worker * Also note: ctx->DrawBuffer->Visual.depthBits might not equal
413*61046927SAndroid Build Coastguard Worker * ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer.DepthBits.
414*61046927SAndroid Build Coastguard Worker * The former one is used to convert floating point depth values into
415*61046927SAndroid Build Coastguard Worker * integer Z values.
416*61046927SAndroid Build Coastguard Worker */
417*61046927SAndroid Build Coastguard Worker void
_mesa_update_framebuffer_visual(struct gl_context * ctx,struct gl_framebuffer * fb)418*61046927SAndroid Build Coastguard Worker _mesa_update_framebuffer_visual(struct gl_context *ctx,
419*61046927SAndroid Build Coastguard Worker struct gl_framebuffer *fb)
420*61046927SAndroid Build Coastguard Worker {
421*61046927SAndroid Build Coastguard Worker memset(&fb->Visual, 0, sizeof(fb->Visual));
422*61046927SAndroid Build Coastguard Worker
423*61046927SAndroid Build Coastguard Worker /* find first RGB renderbuffer */
424*61046927SAndroid Build Coastguard Worker for (unsigned i = 0; i < BUFFER_COUNT; i++) {
425*61046927SAndroid Build Coastguard Worker if (fb->Attachment[i].Renderbuffer) {
426*61046927SAndroid Build Coastguard Worker const struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
427*61046927SAndroid Build Coastguard Worker const struct gl_renderbuffer *rb = att->Renderbuffer;
428*61046927SAndroid Build Coastguard Worker const GLenum baseFormat = _mesa_get_format_base_format(rb->Format);
429*61046927SAndroid Build Coastguard Worker const mesa_format fmt = rb->Format;
430*61046927SAndroid Build Coastguard Worker
431*61046927SAndroid Build Coastguard Worker /* Grab samples and sampleBuffers from any attachment point (assuming
432*61046927SAndroid Build Coastguard Worker * the framebuffer is complete, we'll get the same answer from all
433*61046927SAndroid Build Coastguard Worker * attachments). If using EXT_multisampled_render_to_texture, the
434*61046927SAndroid Build Coastguard Worker * number of samples will be on fb->Attachment[i].NumSamples instead
435*61046927SAndroid Build Coastguard Worker * of the usual rb->NumSamples, but it's still guarantted to be the
436*61046927SAndroid Build Coastguard Worker * same for every attachment.
437*61046927SAndroid Build Coastguard Worker *
438*61046927SAndroid Build Coastguard Worker * From EXT_multisampled_render_to_texture:
439*61046927SAndroid Build Coastguard Worker *
440*61046927SAndroid Build Coastguard Worker * Also, FBOs cannot combine attachments that have associated
441*61046927SAndroid Build Coastguard Worker * multisample data specified by the mechanisms described in this
442*61046927SAndroid Build Coastguard Worker * extension with attachments allocated using the core OpenGL ES
443*61046927SAndroid Build Coastguard Worker * 3.1 mechanisms, such as TexStorage2DMultisample. Add to section
444*61046927SAndroid Build Coastguard Worker * 9.4.2 "Whole Framebuffer Completeness":
445*61046927SAndroid Build Coastguard Worker *
446*61046927SAndroid Build Coastguard Worker * "* If the value of RENDERBUFFER_SAMPLES is non-zero, all or
447*61046927SAndroid Build Coastguard Worker * none of the attached renderbuffers have been allocated
448*61046927SAndroid Build Coastguard Worker * using RenderbufferStorage- MultisampleEXT; if the value of
449*61046927SAndroid Build Coastguard Worker * TEXTURES_SAMPLES is non-zero, all or none of the attached
450*61046927SAndroid Build Coastguard Worker * textures have been attached using Framebuffer-
451*61046927SAndroid Build Coastguard Worker * Texture2DMultisampleEXT.
452*61046927SAndroid Build Coastguard Worker * { GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT }"
453*61046927SAndroid Build Coastguard Worker */
454*61046927SAndroid Build Coastguard Worker fb->Visual.samples =
455*61046927SAndroid Build Coastguard Worker att->NumSamples ? att->NumSamples : rb->NumSamples;
456*61046927SAndroid Build Coastguard Worker
457*61046927SAndroid Build Coastguard Worker if (_mesa_is_legal_color_format(ctx, baseFormat)) {
458*61046927SAndroid Build Coastguard Worker fb->Visual.redBits = _mesa_get_format_bits(fmt, GL_RED_BITS);
459*61046927SAndroid Build Coastguard Worker fb->Visual.greenBits = _mesa_get_format_bits(fmt, GL_GREEN_BITS);
460*61046927SAndroid Build Coastguard Worker fb->Visual.blueBits = _mesa_get_format_bits(fmt, GL_BLUE_BITS);
461*61046927SAndroid Build Coastguard Worker fb->Visual.alphaBits = _mesa_get_format_bits(fmt, GL_ALPHA_BITS);
462*61046927SAndroid Build Coastguard Worker fb->Visual.rgbBits = fb->Visual.redBits + fb->Visual.greenBits +
463*61046927SAndroid Build Coastguard Worker fb->Visual.blueBits + fb->Visual.alphaBits;
464*61046927SAndroid Build Coastguard Worker if (_mesa_is_format_srgb(fmt))
465*61046927SAndroid Build Coastguard Worker fb->Visual.sRGBCapable = ctx->Extensions.EXT_sRGB;
466*61046927SAndroid Build Coastguard Worker break;
467*61046927SAndroid Build Coastguard Worker }
468*61046927SAndroid Build Coastguard Worker }
469*61046927SAndroid Build Coastguard Worker }
470*61046927SAndroid Build Coastguard Worker
471*61046927SAndroid Build Coastguard Worker fb->Visual.floatMode = GL_FALSE;
472*61046927SAndroid Build Coastguard Worker for (unsigned i = 0; i < BUFFER_COUNT; i++) {
473*61046927SAndroid Build Coastguard Worker if (i == BUFFER_DEPTH)
474*61046927SAndroid Build Coastguard Worker continue;
475*61046927SAndroid Build Coastguard Worker if (fb->Attachment[i].Renderbuffer) {
476*61046927SAndroid Build Coastguard Worker const struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer;
477*61046927SAndroid Build Coastguard Worker const mesa_format fmt = rb->Format;
478*61046927SAndroid Build Coastguard Worker
479*61046927SAndroid Build Coastguard Worker if (_mesa_get_format_datatype(fmt) == GL_FLOAT) {
480*61046927SAndroid Build Coastguard Worker fb->Visual.floatMode = GL_TRUE;
481*61046927SAndroid Build Coastguard Worker break;
482*61046927SAndroid Build Coastguard Worker }
483*61046927SAndroid Build Coastguard Worker }
484*61046927SAndroid Build Coastguard Worker }
485*61046927SAndroid Build Coastguard Worker
486*61046927SAndroid Build Coastguard Worker if (fb->Attachment[BUFFER_DEPTH].Renderbuffer) {
487*61046927SAndroid Build Coastguard Worker const struct gl_renderbuffer *rb =
488*61046927SAndroid Build Coastguard Worker fb->Attachment[BUFFER_DEPTH].Renderbuffer;
489*61046927SAndroid Build Coastguard Worker const mesa_format fmt = rb->Format;
490*61046927SAndroid Build Coastguard Worker fb->Visual.depthBits = _mesa_get_format_bits(fmt, GL_DEPTH_BITS);
491*61046927SAndroid Build Coastguard Worker }
492*61046927SAndroid Build Coastguard Worker
493*61046927SAndroid Build Coastguard Worker if (fb->Attachment[BUFFER_STENCIL].Renderbuffer) {
494*61046927SAndroid Build Coastguard Worker const struct gl_renderbuffer *rb =
495*61046927SAndroid Build Coastguard Worker fb->Attachment[BUFFER_STENCIL].Renderbuffer;
496*61046927SAndroid Build Coastguard Worker const mesa_format fmt = rb->Format;
497*61046927SAndroid Build Coastguard Worker fb->Visual.stencilBits = _mesa_get_format_bits(fmt, GL_STENCIL_BITS);
498*61046927SAndroid Build Coastguard Worker }
499*61046927SAndroid Build Coastguard Worker
500*61046927SAndroid Build Coastguard Worker if (fb->Attachment[BUFFER_ACCUM].Renderbuffer) {
501*61046927SAndroid Build Coastguard Worker const struct gl_renderbuffer *rb =
502*61046927SAndroid Build Coastguard Worker fb->Attachment[BUFFER_ACCUM].Renderbuffer;
503*61046927SAndroid Build Coastguard Worker const mesa_format fmt = rb->Format;
504*61046927SAndroid Build Coastguard Worker fb->Visual.accumRedBits = _mesa_get_format_bits(fmt, GL_RED_BITS);
505*61046927SAndroid Build Coastguard Worker fb->Visual.accumGreenBits = _mesa_get_format_bits(fmt, GL_GREEN_BITS);
506*61046927SAndroid Build Coastguard Worker fb->Visual.accumBlueBits = _mesa_get_format_bits(fmt, GL_BLUE_BITS);
507*61046927SAndroid Build Coastguard Worker fb->Visual.accumAlphaBits = _mesa_get_format_bits(fmt, GL_ALPHA_BITS);
508*61046927SAndroid Build Coastguard Worker }
509*61046927SAndroid Build Coastguard Worker
510*61046927SAndroid Build Coastguard Worker compute_depth_max(fb);
511*61046927SAndroid Build Coastguard Worker _mesa_update_allow_draw_out_of_order(ctx);
512*61046927SAndroid Build Coastguard Worker _mesa_update_valid_to_render_state(ctx);
513*61046927SAndroid Build Coastguard Worker }
514*61046927SAndroid Build Coastguard Worker
515*61046927SAndroid Build Coastguard Worker
516*61046927SAndroid Build Coastguard Worker /*
517*61046927SAndroid Build Coastguard Worker * Example DrawBuffers scenarios:
518*61046927SAndroid Build Coastguard Worker *
519*61046927SAndroid Build Coastguard Worker * 1. glDrawBuffer(GL_FRONT_AND_BACK), fixed-func or shader writes to
520*61046927SAndroid Build Coastguard Worker * "gl_FragColor" or program writes to the "result.color" register:
521*61046927SAndroid Build Coastguard Worker *
522*61046927SAndroid Build Coastguard Worker * fragment color output renderbuffer
523*61046927SAndroid Build Coastguard Worker * --------------------- ---------------
524*61046927SAndroid Build Coastguard Worker * color[0] Front, Back
525*61046927SAndroid Build Coastguard Worker *
526*61046927SAndroid Build Coastguard Worker *
527*61046927SAndroid Build Coastguard Worker * 2. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]), shader writes to
528*61046927SAndroid Build Coastguard Worker * gl_FragData[i] or program writes to result.color[i] registers:
529*61046927SAndroid Build Coastguard Worker *
530*61046927SAndroid Build Coastguard Worker * fragment color output renderbuffer
531*61046927SAndroid Build Coastguard Worker * --------------------- ---------------
532*61046927SAndroid Build Coastguard Worker * color[0] Front
533*61046927SAndroid Build Coastguard Worker * color[1] Aux0
534*61046927SAndroid Build Coastguard Worker * color[3] Aux1
535*61046927SAndroid Build Coastguard Worker *
536*61046927SAndroid Build Coastguard Worker *
537*61046927SAndroid Build Coastguard Worker * 3. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]) and shader writes to
538*61046927SAndroid Build Coastguard Worker * gl_FragColor, or fixed function:
539*61046927SAndroid Build Coastguard Worker *
540*61046927SAndroid Build Coastguard Worker * fragment color output renderbuffer
541*61046927SAndroid Build Coastguard Worker * --------------------- ---------------
542*61046927SAndroid Build Coastguard Worker * color[0] Front, Aux0, Aux1
543*61046927SAndroid Build Coastguard Worker *
544*61046927SAndroid Build Coastguard Worker *
545*61046927SAndroid Build Coastguard Worker * In either case, the list of renderbuffers is stored in the
546*61046927SAndroid Build Coastguard Worker * framebuffer->_ColorDrawBuffers[] array and
547*61046927SAndroid Build Coastguard Worker * framebuffer->_NumColorDrawBuffers indicates the number of buffers.
548*61046927SAndroid Build Coastguard Worker * The renderer (like swrast) has to look at the current fragment shader
549*61046927SAndroid Build Coastguard Worker * to see if it writes to gl_FragColor vs. gl_FragData[i] to determine
550*61046927SAndroid Build Coastguard Worker * how to map color outputs to renderbuffers.
551*61046927SAndroid Build Coastguard Worker *
552*61046927SAndroid Build Coastguard Worker * Note that these two calls are equivalent (for fixed function fragment
553*61046927SAndroid Build Coastguard Worker * shading anyway):
554*61046927SAndroid Build Coastguard Worker * a) glDrawBuffer(GL_FRONT_AND_BACK); (assuming non-stereo framebuffer)
555*61046927SAndroid Build Coastguard Worker * b) glDrawBuffers(2, [GL_FRONT_LEFT, GL_BACK_LEFT]);
556*61046927SAndroid Build Coastguard Worker */
557*61046927SAndroid Build Coastguard Worker
558*61046927SAndroid Build Coastguard Worker
559*61046927SAndroid Build Coastguard Worker
560*61046927SAndroid Build Coastguard Worker
561*61046927SAndroid Build Coastguard Worker /**
562*61046927SAndroid Build Coastguard Worker * Update the (derived) list of color drawing renderbuffer pointers.
563*61046927SAndroid Build Coastguard Worker * Later, when we're rendering we'll loop from 0 to _NumColorDrawBuffers
564*61046927SAndroid Build Coastguard Worker * writing colors.
565*61046927SAndroid Build Coastguard Worker */
566*61046927SAndroid Build Coastguard Worker static void
update_color_draw_buffers(struct gl_framebuffer * fb)567*61046927SAndroid Build Coastguard Worker update_color_draw_buffers(struct gl_framebuffer *fb)
568*61046927SAndroid Build Coastguard Worker {
569*61046927SAndroid Build Coastguard Worker GLuint output;
570*61046927SAndroid Build Coastguard Worker
571*61046927SAndroid Build Coastguard Worker /* set 0th buffer to NULL now in case _NumColorDrawBuffers is zero */
572*61046927SAndroid Build Coastguard Worker fb->_ColorDrawBuffers[0] = NULL;
573*61046927SAndroid Build Coastguard Worker
574*61046927SAndroid Build Coastguard Worker for (output = 0; output < fb->_NumColorDrawBuffers; output++) {
575*61046927SAndroid Build Coastguard Worker gl_buffer_index buf = fb->_ColorDrawBufferIndexes[output];
576*61046927SAndroid Build Coastguard Worker if (buf != BUFFER_NONE) {
577*61046927SAndroid Build Coastguard Worker fb->_ColorDrawBuffers[output] = fb->Attachment[buf].Renderbuffer;
578*61046927SAndroid Build Coastguard Worker }
579*61046927SAndroid Build Coastguard Worker else {
580*61046927SAndroid Build Coastguard Worker fb->_ColorDrawBuffers[output] = NULL;
581*61046927SAndroid Build Coastguard Worker }
582*61046927SAndroid Build Coastguard Worker }
583*61046927SAndroid Build Coastguard Worker }
584*61046927SAndroid Build Coastguard Worker
585*61046927SAndroid Build Coastguard Worker
586*61046927SAndroid Build Coastguard Worker /**
587*61046927SAndroid Build Coastguard Worker * Update the (derived) color read renderbuffer pointer.
588*61046927SAndroid Build Coastguard Worker * Unlike the DrawBuffer, we can only read from one (or zero) color buffers.
589*61046927SAndroid Build Coastguard Worker */
590*61046927SAndroid Build Coastguard Worker static void
update_color_read_buffer(struct gl_framebuffer * fb)591*61046927SAndroid Build Coastguard Worker update_color_read_buffer(struct gl_framebuffer *fb)
592*61046927SAndroid Build Coastguard Worker {
593*61046927SAndroid Build Coastguard Worker if (fb->_ColorReadBufferIndex == BUFFER_NONE ||
594*61046927SAndroid Build Coastguard Worker fb->DeletePending ||
595*61046927SAndroid Build Coastguard Worker fb->Width == 0 ||
596*61046927SAndroid Build Coastguard Worker fb->Height == 0) {
597*61046927SAndroid Build Coastguard Worker fb->_ColorReadBuffer = NULL; /* legal! */
598*61046927SAndroid Build Coastguard Worker }
599*61046927SAndroid Build Coastguard Worker else {
600*61046927SAndroid Build Coastguard Worker assert(fb->_ColorReadBufferIndex >= 0);
601*61046927SAndroid Build Coastguard Worker assert(fb->_ColorReadBufferIndex < BUFFER_COUNT);
602*61046927SAndroid Build Coastguard Worker fb->_ColorReadBuffer
603*61046927SAndroid Build Coastguard Worker = fb->Attachment[fb->_ColorReadBufferIndex].Renderbuffer;
604*61046927SAndroid Build Coastguard Worker }
605*61046927SAndroid Build Coastguard Worker }
606*61046927SAndroid Build Coastguard Worker
607*61046927SAndroid Build Coastguard Worker /**
608*61046927SAndroid Build Coastguard Worker * Called via glDrawBuffer. We only provide this driver function so that we
609*61046927SAndroid Build Coastguard Worker * can check if we need to allocate a new renderbuffer. Specifically, we
610*61046927SAndroid Build Coastguard Worker * don't usually allocate a front color buffer when using a double-buffered
611*61046927SAndroid Build Coastguard Worker * visual. But if the app calls glDrawBuffer(GL_FRONT) we need to allocate
612*61046927SAndroid Build Coastguard Worker * that buffer. Note, this is only for window system buffers, not user-
613*61046927SAndroid Build Coastguard Worker * created FBOs.
614*61046927SAndroid Build Coastguard Worker */
615*61046927SAndroid Build Coastguard Worker void
_mesa_draw_buffer_allocate(struct gl_context * ctx)616*61046927SAndroid Build Coastguard Worker _mesa_draw_buffer_allocate(struct gl_context *ctx)
617*61046927SAndroid Build Coastguard Worker {
618*61046927SAndroid Build Coastguard Worker struct gl_framebuffer *fb = ctx->DrawBuffer;
619*61046927SAndroid Build Coastguard Worker assert(_mesa_is_winsys_fbo(fb));
620*61046927SAndroid Build Coastguard Worker GLuint i;
621*61046927SAndroid Build Coastguard Worker /* add the renderbuffers on demand */
622*61046927SAndroid Build Coastguard Worker for (i = 0; i < fb->_NumColorDrawBuffers; i++) {
623*61046927SAndroid Build Coastguard Worker gl_buffer_index idx = fb->_ColorDrawBufferIndexes[i];
624*61046927SAndroid Build Coastguard Worker
625*61046927SAndroid Build Coastguard Worker if (idx != BUFFER_NONE) {
626*61046927SAndroid Build Coastguard Worker st_manager_add_color_renderbuffer(ctx, fb, idx);
627*61046927SAndroid Build Coastguard Worker }
628*61046927SAndroid Build Coastguard Worker }
629*61046927SAndroid Build Coastguard Worker }
630*61046927SAndroid Build Coastguard Worker
631*61046927SAndroid Build Coastguard Worker /**
632*61046927SAndroid Build Coastguard Worker * Update a gl_framebuffer's derived state.
633*61046927SAndroid Build Coastguard Worker *
634*61046927SAndroid Build Coastguard Worker * Specifically, update these framebuffer fields:
635*61046927SAndroid Build Coastguard Worker * _ColorDrawBuffers
636*61046927SAndroid Build Coastguard Worker * _NumColorDrawBuffers
637*61046927SAndroid Build Coastguard Worker * _ColorReadBuffer
638*61046927SAndroid Build Coastguard Worker *
639*61046927SAndroid Build Coastguard Worker * If the framebuffer is user-created, make sure it's complete.
640*61046927SAndroid Build Coastguard Worker *
641*61046927SAndroid Build Coastguard Worker * The following functions (at least) can effect framebuffer state:
642*61046927SAndroid Build Coastguard Worker * glReadBuffer, glDrawBuffer, glDrawBuffersARB, glFramebufferRenderbufferEXT,
643*61046927SAndroid Build Coastguard Worker * glRenderbufferStorageEXT.
644*61046927SAndroid Build Coastguard Worker */
645*61046927SAndroid Build Coastguard Worker static void
update_framebuffer(struct gl_context * ctx,struct gl_framebuffer * fb)646*61046927SAndroid Build Coastguard Worker update_framebuffer(struct gl_context *ctx, struct gl_framebuffer *fb)
647*61046927SAndroid Build Coastguard Worker {
648*61046927SAndroid Build Coastguard Worker if (_mesa_is_winsys_fbo(fb)) {
649*61046927SAndroid Build Coastguard Worker /* This is a window-system framebuffer */
650*61046927SAndroid Build Coastguard Worker /* Need to update the FB's GL_DRAW_BUFFER state to match the
651*61046927SAndroid Build Coastguard Worker * context state (GL_READ_BUFFER too).
652*61046927SAndroid Build Coastguard Worker */
653*61046927SAndroid Build Coastguard Worker if (fb->ColorDrawBuffer[0] != ctx->Color.DrawBuffer[0]) {
654*61046927SAndroid Build Coastguard Worker _mesa_drawbuffers(ctx, fb, ctx->Const.MaxDrawBuffers,
655*61046927SAndroid Build Coastguard Worker ctx->Color.DrawBuffer, NULL);
656*61046927SAndroid Build Coastguard Worker }
657*61046927SAndroid Build Coastguard Worker
658*61046927SAndroid Build Coastguard Worker /* Call device driver function if fb is the bound draw buffer. */
659*61046927SAndroid Build Coastguard Worker if (fb == ctx->DrawBuffer) {
660*61046927SAndroid Build Coastguard Worker _mesa_draw_buffer_allocate(ctx);
661*61046927SAndroid Build Coastguard Worker }
662*61046927SAndroid Build Coastguard Worker }
663*61046927SAndroid Build Coastguard Worker else {
664*61046927SAndroid Build Coastguard Worker /* This is a user-created framebuffer.
665*61046927SAndroid Build Coastguard Worker * Completeness only matters for user-created framebuffers.
666*61046927SAndroid Build Coastguard Worker */
667*61046927SAndroid Build Coastguard Worker if (fb->_Status != GL_FRAMEBUFFER_COMPLETE) {
668*61046927SAndroid Build Coastguard Worker _mesa_test_framebuffer_completeness(ctx, fb);
669*61046927SAndroid Build Coastguard Worker }
670*61046927SAndroid Build Coastguard Worker }
671*61046927SAndroid Build Coastguard Worker
672*61046927SAndroid Build Coastguard Worker /* Strictly speaking, we don't need to update the draw-state
673*61046927SAndroid Build Coastguard Worker * if this FB is bound as ctx->ReadBuffer (and conversely, the
674*61046927SAndroid Build Coastguard Worker * read-state if this FB is bound as ctx->DrawBuffer), but no
675*61046927SAndroid Build Coastguard Worker * harm.
676*61046927SAndroid Build Coastguard Worker */
677*61046927SAndroid Build Coastguard Worker update_color_draw_buffers(fb);
678*61046927SAndroid Build Coastguard Worker update_color_read_buffer(fb);
679*61046927SAndroid Build Coastguard Worker
680*61046927SAndroid Build Coastguard Worker compute_depth_max(fb);
681*61046927SAndroid Build Coastguard Worker }
682*61046927SAndroid Build Coastguard Worker
683*61046927SAndroid Build Coastguard Worker
684*61046927SAndroid Build Coastguard Worker /**
685*61046927SAndroid Build Coastguard Worker * Update state related to the draw/read framebuffers.
686*61046927SAndroid Build Coastguard Worker */
687*61046927SAndroid Build Coastguard Worker void
_mesa_update_framebuffer(struct gl_context * ctx,struct gl_framebuffer * readFb,struct gl_framebuffer * drawFb)688*61046927SAndroid Build Coastguard Worker _mesa_update_framebuffer(struct gl_context *ctx,
689*61046927SAndroid Build Coastguard Worker struct gl_framebuffer *readFb,
690*61046927SAndroid Build Coastguard Worker struct gl_framebuffer *drawFb)
691*61046927SAndroid Build Coastguard Worker {
692*61046927SAndroid Build Coastguard Worker assert(ctx);
693*61046927SAndroid Build Coastguard Worker
694*61046927SAndroid Build Coastguard Worker update_framebuffer(ctx, drawFb);
695*61046927SAndroid Build Coastguard Worker if (readFb != drawFb)
696*61046927SAndroid Build Coastguard Worker update_framebuffer(ctx, readFb);
697*61046927SAndroid Build Coastguard Worker
698*61046927SAndroid Build Coastguard Worker _mesa_update_clamp_vertex_color(ctx, drawFb);
699*61046927SAndroid Build Coastguard Worker _mesa_update_clamp_fragment_color(ctx, drawFb);
700*61046927SAndroid Build Coastguard Worker }
701*61046927SAndroid Build Coastguard Worker
702*61046927SAndroid Build Coastguard Worker
703*61046927SAndroid Build Coastguard Worker /**
704*61046927SAndroid Build Coastguard Worker * Check if the renderbuffer for a read/draw operation exists.
705*61046927SAndroid Build Coastguard Worker * \param format a basic image format such as GL_RGB, GL_RGBA, GL_ALPHA,
706*61046927SAndroid Build Coastguard Worker * GL_DEPTH_COMPONENT, etc. or GL_COLOR, GL_DEPTH, GL_STENCIL.
707*61046927SAndroid Build Coastguard Worker * \param reading if TRUE, we're going to read from the buffer,
708*61046927SAndroid Build Coastguard Worker if FALSE, we're going to write to the buffer.
709*61046927SAndroid Build Coastguard Worker * \return GL_TRUE if buffer exists, GL_FALSE otherwise
710*61046927SAndroid Build Coastguard Worker */
711*61046927SAndroid Build Coastguard Worker static GLboolean
renderbuffer_exists(struct gl_context * ctx,struct gl_framebuffer * fb,GLenum format,GLboolean reading)712*61046927SAndroid Build Coastguard Worker renderbuffer_exists(struct gl_context *ctx,
713*61046927SAndroid Build Coastguard Worker struct gl_framebuffer *fb,
714*61046927SAndroid Build Coastguard Worker GLenum format,
715*61046927SAndroid Build Coastguard Worker GLboolean reading)
716*61046927SAndroid Build Coastguard Worker {
717*61046927SAndroid Build Coastguard Worker const struct gl_renderbuffer_attachment *att = fb->Attachment;
718*61046927SAndroid Build Coastguard Worker
719*61046927SAndroid Build Coastguard Worker /* If we don't know the framebuffer status, update it now */
720*61046927SAndroid Build Coastguard Worker if (fb->_Status == 0) {
721*61046927SAndroid Build Coastguard Worker _mesa_test_framebuffer_completeness(ctx, fb);
722*61046927SAndroid Build Coastguard Worker }
723*61046927SAndroid Build Coastguard Worker
724*61046927SAndroid Build Coastguard Worker if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
725*61046927SAndroid Build Coastguard Worker return GL_FALSE;
726*61046927SAndroid Build Coastguard Worker }
727*61046927SAndroid Build Coastguard Worker
728*61046927SAndroid Build Coastguard Worker switch (format) {
729*61046927SAndroid Build Coastguard Worker case GL_COLOR:
730*61046927SAndroid Build Coastguard Worker case GL_RED:
731*61046927SAndroid Build Coastguard Worker case GL_GREEN:
732*61046927SAndroid Build Coastguard Worker case GL_BLUE:
733*61046927SAndroid Build Coastguard Worker case GL_ALPHA:
734*61046927SAndroid Build Coastguard Worker case GL_LUMINANCE:
735*61046927SAndroid Build Coastguard Worker case GL_LUMINANCE_ALPHA:
736*61046927SAndroid Build Coastguard Worker case GL_INTENSITY:
737*61046927SAndroid Build Coastguard Worker case GL_RG:
738*61046927SAndroid Build Coastguard Worker case GL_RGB:
739*61046927SAndroid Build Coastguard Worker case GL_BGR:
740*61046927SAndroid Build Coastguard Worker case GL_RGBA:
741*61046927SAndroid Build Coastguard Worker case GL_BGRA:
742*61046927SAndroid Build Coastguard Worker case GL_ABGR_EXT:
743*61046927SAndroid Build Coastguard Worker case GL_RED_INTEGER_EXT:
744*61046927SAndroid Build Coastguard Worker case GL_RG_INTEGER:
745*61046927SAndroid Build Coastguard Worker case GL_GREEN_INTEGER_EXT:
746*61046927SAndroid Build Coastguard Worker case GL_BLUE_INTEGER_EXT:
747*61046927SAndroid Build Coastguard Worker case GL_ALPHA_INTEGER_EXT:
748*61046927SAndroid Build Coastguard Worker case GL_RGB_INTEGER_EXT:
749*61046927SAndroid Build Coastguard Worker case GL_RGBA_INTEGER_EXT:
750*61046927SAndroid Build Coastguard Worker case GL_BGR_INTEGER_EXT:
751*61046927SAndroid Build Coastguard Worker case GL_BGRA_INTEGER_EXT:
752*61046927SAndroid Build Coastguard Worker case GL_LUMINANCE_INTEGER_EXT:
753*61046927SAndroid Build Coastguard Worker case GL_LUMINANCE_ALPHA_INTEGER_EXT:
754*61046927SAndroid Build Coastguard Worker if (reading) {
755*61046927SAndroid Build Coastguard Worker /* about to read from a color buffer */
756*61046927SAndroid Build Coastguard Worker const struct gl_renderbuffer *readBuf = fb->_ColorReadBuffer;
757*61046927SAndroid Build Coastguard Worker if (!readBuf) {
758*61046927SAndroid Build Coastguard Worker return GL_FALSE;
759*61046927SAndroid Build Coastguard Worker }
760*61046927SAndroid Build Coastguard Worker assert(_mesa_get_format_bits(readBuf->Format, GL_RED_BITS) > 0 ||
761*61046927SAndroid Build Coastguard Worker _mesa_get_format_bits(readBuf->Format, GL_ALPHA_BITS) > 0 ||
762*61046927SAndroid Build Coastguard Worker _mesa_get_format_bits(readBuf->Format, GL_TEXTURE_LUMINANCE_SIZE) > 0 ||
763*61046927SAndroid Build Coastguard Worker _mesa_get_format_bits(readBuf->Format, GL_TEXTURE_INTENSITY_SIZE) > 0 ||
764*61046927SAndroid Build Coastguard Worker _mesa_get_format_bits(readBuf->Format, GL_INDEX_BITS) > 0);
765*61046927SAndroid Build Coastguard Worker }
766*61046927SAndroid Build Coastguard Worker else {
767*61046927SAndroid Build Coastguard Worker /* about to draw to zero or more color buffers (none is OK) */
768*61046927SAndroid Build Coastguard Worker return GL_TRUE;
769*61046927SAndroid Build Coastguard Worker }
770*61046927SAndroid Build Coastguard Worker break;
771*61046927SAndroid Build Coastguard Worker case GL_DEPTH:
772*61046927SAndroid Build Coastguard Worker case GL_DEPTH_COMPONENT:
773*61046927SAndroid Build Coastguard Worker if (att[BUFFER_DEPTH].Type == GL_NONE) {
774*61046927SAndroid Build Coastguard Worker return GL_FALSE;
775*61046927SAndroid Build Coastguard Worker }
776*61046927SAndroid Build Coastguard Worker break;
777*61046927SAndroid Build Coastguard Worker case GL_STENCIL:
778*61046927SAndroid Build Coastguard Worker case GL_STENCIL_INDEX:
779*61046927SAndroid Build Coastguard Worker if (att[BUFFER_STENCIL].Type == GL_NONE) {
780*61046927SAndroid Build Coastguard Worker return GL_FALSE;
781*61046927SAndroid Build Coastguard Worker }
782*61046927SAndroid Build Coastguard Worker break;
783*61046927SAndroid Build Coastguard Worker case GL_DEPTH_STENCIL_EXT:
784*61046927SAndroid Build Coastguard Worker if (att[BUFFER_DEPTH].Type == GL_NONE ||
785*61046927SAndroid Build Coastguard Worker att[BUFFER_STENCIL].Type == GL_NONE) {
786*61046927SAndroid Build Coastguard Worker return GL_FALSE;
787*61046927SAndroid Build Coastguard Worker }
788*61046927SAndroid Build Coastguard Worker break;
789*61046927SAndroid Build Coastguard Worker case GL_DEPTH_STENCIL_TO_RGBA_NV:
790*61046927SAndroid Build Coastguard Worker case GL_DEPTH_STENCIL_TO_BGRA_NV:
791*61046927SAndroid Build Coastguard Worker if (att[BUFFER_DEPTH].Type == GL_NONE ||
792*61046927SAndroid Build Coastguard Worker att[BUFFER_STENCIL].Type == GL_NONE) {
793*61046927SAndroid Build Coastguard Worker return GL_FALSE;
794*61046927SAndroid Build Coastguard Worker }
795*61046927SAndroid Build Coastguard Worker break;
796*61046927SAndroid Build Coastguard Worker default:
797*61046927SAndroid Build Coastguard Worker _mesa_problem(ctx,
798*61046927SAndroid Build Coastguard Worker "Unexpected format 0x%x in renderbuffer_exists",
799*61046927SAndroid Build Coastguard Worker format);
800*61046927SAndroid Build Coastguard Worker return GL_FALSE;
801*61046927SAndroid Build Coastguard Worker }
802*61046927SAndroid Build Coastguard Worker
803*61046927SAndroid Build Coastguard Worker /* OK */
804*61046927SAndroid Build Coastguard Worker return GL_TRUE;
805*61046927SAndroid Build Coastguard Worker }
806*61046927SAndroid Build Coastguard Worker
807*61046927SAndroid Build Coastguard Worker
808*61046927SAndroid Build Coastguard Worker /**
809*61046927SAndroid Build Coastguard Worker * Check if the renderbuffer for a read operation (glReadPixels, glCopyPixels,
810*61046927SAndroid Build Coastguard Worker * glCopyTex[Sub]Image, etc) exists.
811*61046927SAndroid Build Coastguard Worker * \param format a basic image format such as GL_RGB, GL_RGBA, GL_ALPHA,
812*61046927SAndroid Build Coastguard Worker * GL_DEPTH_COMPONENT, etc. or GL_COLOR, GL_DEPTH, GL_STENCIL.
813*61046927SAndroid Build Coastguard Worker * \return GL_TRUE if buffer exists, GL_FALSE otherwise
814*61046927SAndroid Build Coastguard Worker */
815*61046927SAndroid Build Coastguard Worker GLboolean
_mesa_source_buffer_exists(struct gl_context * ctx,GLenum format)816*61046927SAndroid Build Coastguard Worker _mesa_source_buffer_exists(struct gl_context *ctx, GLenum format)
817*61046927SAndroid Build Coastguard Worker {
818*61046927SAndroid Build Coastguard Worker return renderbuffer_exists(ctx, ctx->ReadBuffer, format, GL_TRUE);
819*61046927SAndroid Build Coastguard Worker }
820*61046927SAndroid Build Coastguard Worker
821*61046927SAndroid Build Coastguard Worker
822*61046927SAndroid Build Coastguard Worker /**
823*61046927SAndroid Build Coastguard Worker * As above, but for drawing operations.
824*61046927SAndroid Build Coastguard Worker */
825*61046927SAndroid Build Coastguard Worker GLboolean
_mesa_dest_buffer_exists(struct gl_context * ctx,GLenum format)826*61046927SAndroid Build Coastguard Worker _mesa_dest_buffer_exists(struct gl_context *ctx, GLenum format)
827*61046927SAndroid Build Coastguard Worker {
828*61046927SAndroid Build Coastguard Worker return renderbuffer_exists(ctx, ctx->DrawBuffer, format, GL_FALSE);
829*61046927SAndroid Build Coastguard Worker }
830*61046927SAndroid Build Coastguard Worker
831*61046927SAndroid Build Coastguard Worker extern bool
_mesa_has_rtt_samples(const struct gl_framebuffer * fb)832*61046927SAndroid Build Coastguard Worker _mesa_has_rtt_samples(const struct gl_framebuffer *fb)
833*61046927SAndroid Build Coastguard Worker {
834*61046927SAndroid Build Coastguard Worker /* If there are multiple attachments, all of them are guaranteed
835*61046927SAndroid Build Coastguard Worker * to have the same sample count. */
836*61046927SAndroid Build Coastguard Worker if (fb->_ColorReadBufferIndex) {
837*61046927SAndroid Build Coastguard Worker assert(fb->Attachment[fb->_ColorReadBufferIndex].Type != GL_NONE);
838*61046927SAndroid Build Coastguard Worker return fb->Attachment[fb->_ColorReadBufferIndex].NumSamples > 0;
839*61046927SAndroid Build Coastguard Worker } else if (fb->Attachment[BUFFER_DEPTH].Type != GL_NONE) {
840*61046927SAndroid Build Coastguard Worker return fb->Attachment[BUFFER_DEPTH].NumSamples > 0;
841*61046927SAndroid Build Coastguard Worker } else if (fb->Attachment[BUFFER_STENCIL].Type != GL_NONE) {
842*61046927SAndroid Build Coastguard Worker return fb->Attachment[BUFFER_STENCIL].NumSamples > 0;
843*61046927SAndroid Build Coastguard Worker }
844*61046927SAndroid Build Coastguard Worker
845*61046927SAndroid Build Coastguard Worker return true;
846*61046927SAndroid Build Coastguard Worker }
847*61046927SAndroid Build Coastguard Worker
848*61046927SAndroid Build Coastguard Worker /**
849*61046927SAndroid Build Coastguard Worker * Used to answer the GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES queries (using
850*61046927SAndroid Build Coastguard Worker * GetIntegerv, GetFramebufferParameteriv, etc)
851*61046927SAndroid Build Coastguard Worker *
852*61046927SAndroid Build Coastguard Worker * If @fb is NULL, the method returns the value for the current bound
853*61046927SAndroid Build Coastguard Worker * framebuffer.
854*61046927SAndroid Build Coastguard Worker */
855*61046927SAndroid Build Coastguard Worker GLenum
_mesa_get_color_read_format(struct gl_context * ctx,struct gl_framebuffer * fb,const char * caller)856*61046927SAndroid Build Coastguard Worker _mesa_get_color_read_format(struct gl_context *ctx,
857*61046927SAndroid Build Coastguard Worker struct gl_framebuffer *fb,
858*61046927SAndroid Build Coastguard Worker const char *caller)
859*61046927SAndroid Build Coastguard Worker {
860*61046927SAndroid Build Coastguard Worker if (ctx->NewState)
861*61046927SAndroid Build Coastguard Worker _mesa_update_state(ctx);
862*61046927SAndroid Build Coastguard Worker
863*61046927SAndroid Build Coastguard Worker if (fb == NULL)
864*61046927SAndroid Build Coastguard Worker fb = ctx->ReadBuffer;
865*61046927SAndroid Build Coastguard Worker
866*61046927SAndroid Build Coastguard Worker if (!fb || !fb->_ColorReadBuffer) {
867*61046927SAndroid Build Coastguard Worker /*
868*61046927SAndroid Build Coastguard Worker * From OpenGL 4.5 spec, section 18.2.2 "ReadPixels":
869*61046927SAndroid Build Coastguard Worker *
870*61046927SAndroid Build Coastguard Worker * "An INVALID_OPERATION error is generated by GetIntegerv if pname
871*61046927SAndroid Build Coastguard Worker * is IMPLEMENTATION_COLOR_READ_FORMAT or IMPLEMENTATION_COLOR_-
872*61046927SAndroid Build Coastguard Worker * READ_TYPE and any of:
873*61046927SAndroid Build Coastguard Worker * * the read framebuffer is not framebuffer complete.
874*61046927SAndroid Build Coastguard Worker * * the read framebuffer is a framebuffer object, and the selected
875*61046927SAndroid Build Coastguard Worker * read buffer (see section 18.2.1) has no image attached.
876*61046927SAndroid Build Coastguard Worker * * the selected read buffer is NONE."
877*61046927SAndroid Build Coastguard Worker *
878*61046927SAndroid Build Coastguard Worker * There is not equivalent quote for GetFramebufferParameteriv or
879*61046927SAndroid Build Coastguard Worker * GetNamedFramebufferParameteriv, but from section 9.2.3 "Framebuffer
880*61046927SAndroid Build Coastguard Worker * Object Queries":
881*61046927SAndroid Build Coastguard Worker *
882*61046927SAndroid Build Coastguard Worker * "Values of framebuffer-dependent state are identical to those that
883*61046927SAndroid Build Coastguard Worker * would be obtained were the framebuffer object bound and queried
884*61046927SAndroid Build Coastguard Worker * using the simple state queries in that table."
885*61046927SAndroid Build Coastguard Worker *
886*61046927SAndroid Build Coastguard Worker * Where "using the simple state queries" refer to use GetIntegerv. So
887*61046927SAndroid Build Coastguard Worker * we will assume that on that situation the same error should be
888*61046927SAndroid Build Coastguard Worker * triggered too.
889*61046927SAndroid Build Coastguard Worker */
890*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_OPERATION,
891*61046927SAndroid Build Coastguard Worker "%s(GL_IMPLEMENTATION_COLOR_READ_FORMAT: no GL_READ_BUFFER)",
892*61046927SAndroid Build Coastguard Worker caller);
893*61046927SAndroid Build Coastguard Worker return GL_NONE;
894*61046927SAndroid Build Coastguard Worker }
895*61046927SAndroid Build Coastguard Worker else {
896*61046927SAndroid Build Coastguard Worker const mesa_format format = fb->_ColorReadBuffer->Format;
897*61046927SAndroid Build Coastguard Worker
898*61046927SAndroid Build Coastguard Worker switch (format) {
899*61046927SAndroid Build Coastguard Worker case MESA_FORMAT_RGBA_UINT8:
900*61046927SAndroid Build Coastguard Worker return GL_RGBA_INTEGER;
901*61046927SAndroid Build Coastguard Worker case MESA_FORMAT_B8G8R8A8_UNORM:
902*61046927SAndroid Build Coastguard Worker return GL_BGRA;
903*61046927SAndroid Build Coastguard Worker case MESA_FORMAT_B5G6R5_UNORM:
904*61046927SAndroid Build Coastguard Worker case MESA_FORMAT_R11G11B10_FLOAT:
905*61046927SAndroid Build Coastguard Worker return GL_RGB;
906*61046927SAndroid Build Coastguard Worker case MESA_FORMAT_RG_FLOAT32:
907*61046927SAndroid Build Coastguard Worker case MESA_FORMAT_RG_FLOAT16:
908*61046927SAndroid Build Coastguard Worker case MESA_FORMAT_RG_SNORM8:
909*61046927SAndroid Build Coastguard Worker case MESA_FORMAT_RG_UNORM8:
910*61046927SAndroid Build Coastguard Worker return GL_RG;
911*61046927SAndroid Build Coastguard Worker case MESA_FORMAT_RG_SINT32:
912*61046927SAndroid Build Coastguard Worker case MESA_FORMAT_RG_UINT32:
913*61046927SAndroid Build Coastguard Worker case MESA_FORMAT_RG_SINT16:
914*61046927SAndroid Build Coastguard Worker case MESA_FORMAT_RG_UINT16:
915*61046927SAndroid Build Coastguard Worker case MESA_FORMAT_RG_SINT8:
916*61046927SAndroid Build Coastguard Worker case MESA_FORMAT_RG_UINT8:
917*61046927SAndroid Build Coastguard Worker return GL_RG_INTEGER;
918*61046927SAndroid Build Coastguard Worker case MESA_FORMAT_R_FLOAT32:
919*61046927SAndroid Build Coastguard Worker case MESA_FORMAT_R_FLOAT16:
920*61046927SAndroid Build Coastguard Worker case MESA_FORMAT_R_UNORM16:
921*61046927SAndroid Build Coastguard Worker case MESA_FORMAT_R_UNORM8:
922*61046927SAndroid Build Coastguard Worker case MESA_FORMAT_R_SNORM16:
923*61046927SAndroid Build Coastguard Worker case MESA_FORMAT_R_SNORM8:
924*61046927SAndroid Build Coastguard Worker return GL_RED;
925*61046927SAndroid Build Coastguard Worker case MESA_FORMAT_R_SINT32:
926*61046927SAndroid Build Coastguard Worker case MESA_FORMAT_R_UINT32:
927*61046927SAndroid Build Coastguard Worker case MESA_FORMAT_R_SINT16:
928*61046927SAndroid Build Coastguard Worker case MESA_FORMAT_R_UINT16:
929*61046927SAndroid Build Coastguard Worker case MESA_FORMAT_R_SINT8:
930*61046927SAndroid Build Coastguard Worker case MESA_FORMAT_R_UINT8:
931*61046927SAndroid Build Coastguard Worker return GL_RED_INTEGER;
932*61046927SAndroid Build Coastguard Worker default:
933*61046927SAndroid Build Coastguard Worker break;
934*61046927SAndroid Build Coastguard Worker }
935*61046927SAndroid Build Coastguard Worker
936*61046927SAndroid Build Coastguard Worker if (_mesa_is_format_integer(format))
937*61046927SAndroid Build Coastguard Worker return GL_RGBA_INTEGER;
938*61046927SAndroid Build Coastguard Worker else
939*61046927SAndroid Build Coastguard Worker return GL_RGBA;
940*61046927SAndroid Build Coastguard Worker }
941*61046927SAndroid Build Coastguard Worker }
942*61046927SAndroid Build Coastguard Worker
943*61046927SAndroid Build Coastguard Worker
944*61046927SAndroid Build Coastguard Worker /**
945*61046927SAndroid Build Coastguard Worker * Used to answer the GL_IMPLEMENTATION_COLOR_READ_TYPE_OES queries (using
946*61046927SAndroid Build Coastguard Worker * GetIntegerv, GetFramebufferParameteriv, etc)
947*61046927SAndroid Build Coastguard Worker *
948*61046927SAndroid Build Coastguard Worker * If @fb is NULL, the method returns the value for the current bound
949*61046927SAndroid Build Coastguard Worker * framebuffer.
950*61046927SAndroid Build Coastguard Worker */
951*61046927SAndroid Build Coastguard Worker GLenum
_mesa_get_color_read_type(struct gl_context * ctx,struct gl_framebuffer * fb,const char * caller)952*61046927SAndroid Build Coastguard Worker _mesa_get_color_read_type(struct gl_context *ctx,
953*61046927SAndroid Build Coastguard Worker struct gl_framebuffer *fb,
954*61046927SAndroid Build Coastguard Worker const char *caller)
955*61046927SAndroid Build Coastguard Worker {
956*61046927SAndroid Build Coastguard Worker if (ctx->NewState)
957*61046927SAndroid Build Coastguard Worker _mesa_update_state(ctx);
958*61046927SAndroid Build Coastguard Worker
959*61046927SAndroid Build Coastguard Worker if (fb == NULL)
960*61046927SAndroid Build Coastguard Worker fb = ctx->ReadBuffer;
961*61046927SAndroid Build Coastguard Worker
962*61046927SAndroid Build Coastguard Worker if (!fb || !fb->_ColorReadBuffer) {
963*61046927SAndroid Build Coastguard Worker /*
964*61046927SAndroid Build Coastguard Worker * See comment on _mesa_get_color_read_format
965*61046927SAndroid Build Coastguard Worker */
966*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_OPERATION,
967*61046927SAndroid Build Coastguard Worker "%s(GL_IMPLEMENTATION_COLOR_READ_TYPE: no GL_READ_BUFFER)",
968*61046927SAndroid Build Coastguard Worker caller);
969*61046927SAndroid Build Coastguard Worker return GL_NONE;
970*61046927SAndroid Build Coastguard Worker }
971*61046927SAndroid Build Coastguard Worker else {
972*61046927SAndroid Build Coastguard Worker const mesa_format format = fb->_ColorReadBuffer->Format;
973*61046927SAndroid Build Coastguard Worker return _mesa_uncompressed_format_to_type(format);
974*61046927SAndroid Build Coastguard Worker }
975*61046927SAndroid Build Coastguard Worker }
976*61046927SAndroid Build Coastguard Worker /**
977*61046927SAndroid Build Coastguard Worker * Returns the read renderbuffer for the specified format.
978*61046927SAndroid Build Coastguard Worker */
979*61046927SAndroid Build Coastguard Worker struct gl_renderbuffer *
_mesa_get_read_renderbuffer_for_format(const struct gl_context * ctx,GLenum format)980*61046927SAndroid Build Coastguard Worker _mesa_get_read_renderbuffer_for_format(const struct gl_context *ctx,
981*61046927SAndroid Build Coastguard Worker GLenum format)
982*61046927SAndroid Build Coastguard Worker {
983*61046927SAndroid Build Coastguard Worker const struct gl_framebuffer *rfb = ctx->ReadBuffer;
984*61046927SAndroid Build Coastguard Worker
985*61046927SAndroid Build Coastguard Worker if (_mesa_is_color_format(format)) {
986*61046927SAndroid Build Coastguard Worker return rfb->Attachment[rfb->_ColorReadBufferIndex].Renderbuffer;
987*61046927SAndroid Build Coastguard Worker } else if (_mesa_is_depth_format(format) ||
988*61046927SAndroid Build Coastguard Worker _mesa_is_depthstencil_format(format)) {
989*61046927SAndroid Build Coastguard Worker return rfb->Attachment[BUFFER_DEPTH].Renderbuffer;
990*61046927SAndroid Build Coastguard Worker } else {
991*61046927SAndroid Build Coastguard Worker return rfb->Attachment[BUFFER_STENCIL].Renderbuffer;
992*61046927SAndroid Build Coastguard Worker }
993*61046927SAndroid Build Coastguard Worker }
994*61046927SAndroid Build Coastguard Worker
995*61046927SAndroid Build Coastguard Worker
996*61046927SAndroid Build Coastguard Worker /**
997*61046927SAndroid Build Coastguard Worker * Print framebuffer info to stderr, for debugging.
998*61046927SAndroid Build Coastguard Worker */
999*61046927SAndroid Build Coastguard Worker void
_mesa_print_framebuffer(const struct gl_framebuffer * fb)1000*61046927SAndroid Build Coastguard Worker _mesa_print_framebuffer(const struct gl_framebuffer *fb)
1001*61046927SAndroid Build Coastguard Worker {
1002*61046927SAndroid Build Coastguard Worker fprintf(stderr, "Mesa Framebuffer %u at %p\n", fb->Name, (void *) fb);
1003*61046927SAndroid Build Coastguard Worker fprintf(stderr, " Size: %u x %u Status: %s\n", fb->Width, fb->Height,
1004*61046927SAndroid Build Coastguard Worker _mesa_enum_to_string(fb->_Status));
1005*61046927SAndroid Build Coastguard Worker fprintf(stderr, " Attachments:\n");
1006*61046927SAndroid Build Coastguard Worker
1007*61046927SAndroid Build Coastguard Worker for (unsigned i = 0; i < BUFFER_COUNT; i++) {
1008*61046927SAndroid Build Coastguard Worker const struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
1009*61046927SAndroid Build Coastguard Worker if (att->Type == GL_TEXTURE) {
1010*61046927SAndroid Build Coastguard Worker const struct gl_texture_image *texImage = att->Renderbuffer->TexImage;
1011*61046927SAndroid Build Coastguard Worker fprintf(stderr,
1012*61046927SAndroid Build Coastguard Worker " %2d: Texture %u, level %u, face %u, slice %u, complete %d\n",
1013*61046927SAndroid Build Coastguard Worker i, att->Texture->Name, att->TextureLevel, att->CubeMapFace,
1014*61046927SAndroid Build Coastguard Worker att->Zoffset, att->Complete);
1015*61046927SAndroid Build Coastguard Worker fprintf(stderr, " Size: %u x %u x %u Format %s\n",
1016*61046927SAndroid Build Coastguard Worker texImage->Width, texImage->Height, texImage->Depth,
1017*61046927SAndroid Build Coastguard Worker _mesa_get_format_name(texImage->TexFormat));
1018*61046927SAndroid Build Coastguard Worker }
1019*61046927SAndroid Build Coastguard Worker else if (att->Type == GL_RENDERBUFFER) {
1020*61046927SAndroid Build Coastguard Worker fprintf(stderr, " %2d: Renderbuffer %u, complete %d\n",
1021*61046927SAndroid Build Coastguard Worker i, att->Renderbuffer->Name, att->Complete);
1022*61046927SAndroid Build Coastguard Worker fprintf(stderr, " Size: %u x %u Format %s\n",
1023*61046927SAndroid Build Coastguard Worker att->Renderbuffer->Width, att->Renderbuffer->Height,
1024*61046927SAndroid Build Coastguard Worker _mesa_get_format_name(att->Renderbuffer->Format));
1025*61046927SAndroid Build Coastguard Worker }
1026*61046927SAndroid Build Coastguard Worker else {
1027*61046927SAndroid Build Coastguard Worker fprintf(stderr, " %2d: none\n", i);
1028*61046927SAndroid Build Coastguard Worker }
1029*61046927SAndroid Build Coastguard Worker }
1030*61046927SAndroid Build Coastguard Worker }
1031*61046927SAndroid Build Coastguard Worker
1032*61046927SAndroid Build Coastguard Worker static inline GLuint
_mesa_geometric_nonvalidated_samples(const struct gl_framebuffer * buffer)1033*61046927SAndroid Build Coastguard Worker _mesa_geometric_nonvalidated_samples(const struct gl_framebuffer *buffer)
1034*61046927SAndroid Build Coastguard Worker {
1035*61046927SAndroid Build Coastguard Worker return buffer->_HasAttachments ?
1036*61046927SAndroid Build Coastguard Worker buffer->Visual.samples :
1037*61046927SAndroid Build Coastguard Worker buffer->DefaultGeometry.NumSamples;
1038*61046927SAndroid Build Coastguard Worker }
1039*61046927SAndroid Build Coastguard Worker
1040*61046927SAndroid Build Coastguard Worker bool
_mesa_is_multisample_enabled(const struct gl_context * ctx)1041*61046927SAndroid Build Coastguard Worker _mesa_is_multisample_enabled(const struct gl_context *ctx)
1042*61046927SAndroid Build Coastguard Worker {
1043*61046927SAndroid Build Coastguard Worker /* The sample count may not be validated by the driver, but when it is set,
1044*61046927SAndroid Build Coastguard Worker * we know that is in a valid range and no driver should ever validate a
1045*61046927SAndroid Build Coastguard Worker * multisampled framebuffer to non-multisampled and vice-versa.
1046*61046927SAndroid Build Coastguard Worker */
1047*61046927SAndroid Build Coastguard Worker return ctx->Multisample.Enabled &&
1048*61046927SAndroid Build Coastguard Worker ctx->DrawBuffer &&
1049*61046927SAndroid Build Coastguard Worker _mesa_geometric_nonvalidated_samples(ctx->DrawBuffer) >= 1;
1050*61046927SAndroid Build Coastguard Worker }
1051*61046927SAndroid Build Coastguard Worker
1052*61046927SAndroid Build Coastguard Worker /**
1053*61046927SAndroid Build Coastguard Worker * Is alpha testing enabled and applicable to the currently bound
1054*61046927SAndroid Build Coastguard Worker * framebuffer?
1055*61046927SAndroid Build Coastguard Worker */
1056*61046927SAndroid Build Coastguard Worker bool
_mesa_is_alpha_test_enabled(const struct gl_context * ctx)1057*61046927SAndroid Build Coastguard Worker _mesa_is_alpha_test_enabled(const struct gl_context *ctx)
1058*61046927SAndroid Build Coastguard Worker {
1059*61046927SAndroid Build Coastguard Worker bool buffer0_is_integer = ctx->DrawBuffer->_IntegerBuffers & 0x1;
1060*61046927SAndroid Build Coastguard Worker return (ctx->Color.AlphaEnabled && !buffer0_is_integer);
1061*61046927SAndroid Build Coastguard Worker }
1062