xref: /aosp_15_r20/external/mesa3d/src/mesa/main/framebuffer.c (revision 6104692788411f58d303aa86923a9ff6ecaded22)
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