1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25
26 /**
27 * Functions for allocating/managing software-based renderbuffers.
28 * Also, routines for reading/writing software-based renderbuffer data as
29 * ubytes, ushorts, uints, etc.
30 */
31
32
33 #include "main/glheader.h"
34 #include "main/imports.h"
35 #include "main/context.h"
36 #include "main/fbobject.h"
37 #include "main/formats.h"
38 #include "main/mtypes.h"
39 #include "main/renderbuffer.h"
40 #include "swrast/s_context.h"
41 #include "swrast/s_renderbuffer.h"
42
43
44 /**
45 * This is a software fallback for the gl_renderbuffer->AllocStorage
46 * function.
47 * Device drivers will typically override this function for the buffers
48 * which it manages (typically color buffers, Z and stencil).
49 * Other buffers (like software accumulation and aux buffers) which the driver
50 * doesn't manage can be handled with this function.
51 *
52 * This one multi-purpose function can allocate stencil, depth, accum, color
53 * or color-index buffers!
54 */
55 static GLboolean
soft_renderbuffer_storage(struct gl_context * ctx,struct gl_renderbuffer * rb,GLenum internalFormat,GLuint width,GLuint height)56 soft_renderbuffer_storage(struct gl_context *ctx, struct gl_renderbuffer *rb,
57 GLenum internalFormat,
58 GLuint width, GLuint height)
59 {
60 struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
61 GLuint bpp;
62
63 switch (internalFormat) {
64 case GL_RGB:
65 case GL_R3_G3_B2:
66 case GL_RGB4:
67 case GL_RGB5:
68 case GL_RGB8:
69 case GL_RGB10:
70 case GL_RGB12:
71 case GL_RGB16:
72 rb->Format = MESA_FORMAT_BGR_UNORM8;
73 break;
74 case GL_RGBA:
75 case GL_RGBA2:
76 case GL_RGBA4:
77 case GL_RGB5_A1:
78 case GL_RGBA8:
79 #if 1
80 case GL_RGB10_A2:
81 case GL_RGBA12:
82 #endif
83 if (_mesa_little_endian())
84 rb->Format = MESA_FORMAT_R8G8B8A8_UNORM;
85 else
86 rb->Format = MESA_FORMAT_A8B8G8R8_UNORM;
87 break;
88 case GL_RGBA16:
89 case GL_RGBA16_SNORM:
90 /* for accum buffer */
91 rb->Format = MESA_FORMAT_RGBA_SNORM16;
92 break;
93 case GL_STENCIL_INDEX:
94 case GL_STENCIL_INDEX1_EXT:
95 case GL_STENCIL_INDEX4_EXT:
96 case GL_STENCIL_INDEX8_EXT:
97 case GL_STENCIL_INDEX16_EXT:
98 rb->Format = MESA_FORMAT_S_UINT8;
99 break;
100 case GL_DEPTH_COMPONENT:
101 case GL_DEPTH_COMPONENT16:
102 rb->Format = MESA_FORMAT_Z_UNORM16;
103 break;
104 case GL_DEPTH_COMPONENT24:
105 rb->Format = MESA_FORMAT_Z24_UNORM_X8_UINT;
106 break;
107 case GL_DEPTH_COMPONENT32:
108 rb->Format = MESA_FORMAT_Z_UNORM32;
109 break;
110 case GL_DEPTH_STENCIL_EXT:
111 case GL_DEPTH24_STENCIL8_EXT:
112 rb->Format = MESA_FORMAT_S8_UINT_Z24_UNORM;
113 break;
114 default:
115 /* unsupported format */
116 return GL_FALSE;
117 }
118
119 bpp = _mesa_get_format_bytes(rb->Format);
120
121 /* free old buffer storage */
122 free(srb->Buffer);
123 srb->Buffer = NULL;
124
125 srb->RowStride = width * bpp;
126
127 if (width > 0 && height > 0) {
128 /* allocate new buffer storage */
129 srb->Buffer = malloc(srb->RowStride * height);
130
131 if (srb->Buffer == NULL) {
132 rb->Width = 0;
133 rb->Height = 0;
134 _mesa_error(ctx, GL_OUT_OF_MEMORY,
135 "software renderbuffer allocation (%d x %d x %d)",
136 width, height, bpp);
137 return GL_FALSE;
138 }
139 }
140
141 rb->Width = width;
142 rb->Height = height;
143 rb->_BaseFormat = _mesa_base_fbo_format(ctx, internalFormat);
144
145 if (rb->Name == 0 &&
146 internalFormat == GL_RGBA16_SNORM &&
147 rb->_BaseFormat == 0) {
148 /* NOTE: This is a special case just for accumulation buffers.
149 * This is a very limited use case- there's no snorm texturing or
150 * rendering going on.
151 */
152 rb->_BaseFormat = GL_RGBA;
153 }
154 else {
155 /* the internalFormat should have been error checked long ago */
156 assert(rb->_BaseFormat);
157 }
158
159 return GL_TRUE;
160 }
161
162
163 /**
164 * Called via gl_renderbuffer::Delete()
165 */
166 static void
soft_renderbuffer_delete(struct gl_context * ctx,struct gl_renderbuffer * rb)167 soft_renderbuffer_delete(struct gl_context *ctx, struct gl_renderbuffer *rb)
168 {
169 struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
170
171 free(srb->Buffer);
172 srb->Buffer = NULL;
173 _mesa_delete_renderbuffer(ctx, rb);
174 }
175
176
177 void
_swrast_map_soft_renderbuffer(struct gl_context * ctx,struct gl_renderbuffer * rb,GLuint x,GLuint y,GLuint w,GLuint h,GLbitfield mode,GLubyte ** out_map,GLint * out_stride)178 _swrast_map_soft_renderbuffer(struct gl_context *ctx,
179 struct gl_renderbuffer *rb,
180 GLuint x, GLuint y, GLuint w, GLuint h,
181 GLbitfield mode,
182 GLubyte **out_map,
183 GLint *out_stride)
184 {
185 struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
186 GLubyte *map = srb->Buffer;
187 int cpp = _mesa_get_format_bytes(rb->Format);
188 int stride = rb->Width * cpp;
189
190 if (!map) {
191 *out_map = NULL;
192 *out_stride = 0;
193 }
194
195 map += y * stride;
196 map += x * cpp;
197
198 *out_map = map;
199 *out_stride = stride;
200 }
201
202
203 void
_swrast_unmap_soft_renderbuffer(struct gl_context * ctx,struct gl_renderbuffer * rb)204 _swrast_unmap_soft_renderbuffer(struct gl_context *ctx,
205 struct gl_renderbuffer *rb)
206 {
207 }
208
209
210
211 /**
212 * Allocate a software-based renderbuffer. This is called via the
213 * ctx->Driver.NewRenderbuffer() function when the user creates a new
214 * renderbuffer.
215 * This would not be used for hardware-based renderbuffers.
216 */
217 struct gl_renderbuffer *
_swrast_new_soft_renderbuffer(struct gl_context * ctx,GLuint name)218 _swrast_new_soft_renderbuffer(struct gl_context *ctx, GLuint name)
219 {
220 struct swrast_renderbuffer *srb = CALLOC_STRUCT(swrast_renderbuffer);
221 if (srb) {
222 _mesa_init_renderbuffer(&srb->Base, name);
223 srb->Base.AllocStorage = soft_renderbuffer_storage;
224 srb->Base.Delete = soft_renderbuffer_delete;
225 }
226 return &srb->Base;
227 }
228
229
230 /**
231 * Add software-based color renderbuffers to the given framebuffer.
232 * This is a helper routine for device drivers when creating a
233 * window system framebuffer (not a user-created render/framebuffer).
234 * Once this function is called, you can basically forget about this
235 * renderbuffer; core Mesa will handle all the buffer management and
236 * rendering!
237 */
238 static GLboolean
add_color_renderbuffers(struct gl_context * ctx,struct gl_framebuffer * fb,GLuint rgbBits,GLuint alphaBits,GLboolean frontLeft,GLboolean backLeft,GLboolean frontRight,GLboolean backRight)239 add_color_renderbuffers(struct gl_context *ctx, struct gl_framebuffer *fb,
240 GLuint rgbBits, GLuint alphaBits,
241 GLboolean frontLeft, GLboolean backLeft,
242 GLboolean frontRight, GLboolean backRight)
243 {
244 gl_buffer_index b;
245
246 if (rgbBits > 16 || alphaBits > 16) {
247 _mesa_problem(ctx,
248 "Unsupported bit depth in add_color_renderbuffers");
249 return GL_FALSE;
250 }
251
252 assert(MAX_COLOR_ATTACHMENTS >= 4);
253
254 for (b = BUFFER_FRONT_LEFT; b <= BUFFER_BACK_RIGHT; b++) {
255 struct gl_renderbuffer *rb;
256
257 if (b == BUFFER_FRONT_LEFT && !frontLeft)
258 continue;
259 else if (b == BUFFER_BACK_LEFT && !backLeft)
260 continue;
261 else if (b == BUFFER_FRONT_RIGHT && !frontRight)
262 continue;
263 else if (b == BUFFER_BACK_RIGHT && !backRight)
264 continue;
265
266 assert(fb->Attachment[b].Renderbuffer == NULL);
267
268 rb = ctx->Driver.NewRenderbuffer(ctx, 0);
269 if (!rb) {
270 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating color buffer");
271 return GL_FALSE;
272 }
273
274 rb->InternalFormat = GL_RGBA;
275
276 rb->AllocStorage = soft_renderbuffer_storage;
277 _mesa_attach_and_own_rb(fb, b, rb);
278 }
279
280 return GL_TRUE;
281 }
282
283
284 /**
285 * Add a software-based depth renderbuffer to the given framebuffer.
286 * This is a helper routine for device drivers when creating a
287 * window system framebuffer (not a user-created render/framebuffer).
288 * Once this function is called, you can basically forget about this
289 * renderbuffer; core Mesa will handle all the buffer management and
290 * rendering!
291 */
292 static GLboolean
add_depth_renderbuffer(struct gl_context * ctx,struct gl_framebuffer * fb,GLuint depthBits)293 add_depth_renderbuffer(struct gl_context *ctx, struct gl_framebuffer *fb,
294 GLuint depthBits)
295 {
296 struct gl_renderbuffer *rb;
297
298 if (depthBits > 32) {
299 _mesa_problem(ctx,
300 "Unsupported depthBits in add_depth_renderbuffer");
301 return GL_FALSE;
302 }
303
304 assert(fb->Attachment[BUFFER_DEPTH].Renderbuffer == NULL);
305
306 rb = _swrast_new_soft_renderbuffer(ctx, 0);
307 if (!rb) {
308 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating depth buffer");
309 return GL_FALSE;
310 }
311
312 if (depthBits <= 16) {
313 rb->InternalFormat = GL_DEPTH_COMPONENT16;
314 }
315 else if (depthBits <= 24) {
316 rb->InternalFormat = GL_DEPTH_COMPONENT24;
317 }
318 else {
319 rb->InternalFormat = GL_DEPTH_COMPONENT32;
320 }
321
322 rb->AllocStorage = soft_renderbuffer_storage;
323 _mesa_attach_and_own_rb(fb, BUFFER_DEPTH, rb);
324
325 return GL_TRUE;
326 }
327
328
329 /**
330 * Add a software-based stencil renderbuffer to the given framebuffer.
331 * This is a helper routine for device drivers when creating a
332 * window system framebuffer (not a user-created render/framebuffer).
333 * Once this function is called, you can basically forget about this
334 * renderbuffer; core Mesa will handle all the buffer management and
335 * rendering!
336 */
337 static GLboolean
add_stencil_renderbuffer(struct gl_context * ctx,struct gl_framebuffer * fb,GLuint stencilBits)338 add_stencil_renderbuffer(struct gl_context *ctx, struct gl_framebuffer *fb,
339 GLuint stencilBits)
340 {
341 struct gl_renderbuffer *rb;
342
343 if (stencilBits > 16) {
344 _mesa_problem(ctx,
345 "Unsupported stencilBits in add_stencil_renderbuffer");
346 return GL_FALSE;
347 }
348
349 assert(fb->Attachment[BUFFER_STENCIL].Renderbuffer == NULL);
350
351 rb = _swrast_new_soft_renderbuffer(ctx, 0);
352 if (!rb) {
353 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating stencil buffer");
354 return GL_FALSE;
355 }
356
357 assert(stencilBits <= 8);
358 rb->InternalFormat = GL_STENCIL_INDEX8;
359
360 rb->AllocStorage = soft_renderbuffer_storage;
361 _mesa_attach_and_own_rb(fb, BUFFER_STENCIL, rb);
362
363 return GL_TRUE;
364 }
365
366
367 static GLboolean
add_depth_stencil_renderbuffer(struct gl_context * ctx,struct gl_framebuffer * fb)368 add_depth_stencil_renderbuffer(struct gl_context *ctx,
369 struct gl_framebuffer *fb)
370 {
371 struct gl_renderbuffer *rb;
372
373 assert(fb->Attachment[BUFFER_DEPTH].Renderbuffer == NULL);
374 assert(fb->Attachment[BUFFER_STENCIL].Renderbuffer == NULL);
375
376 rb = _swrast_new_soft_renderbuffer(ctx, 0);
377 if (!rb) {
378 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating depth+stencil buffer");
379 return GL_FALSE;
380 }
381
382 rb->InternalFormat = GL_DEPTH_STENCIL;
383
384 rb->AllocStorage = soft_renderbuffer_storage;
385 _mesa_attach_and_own_rb(fb, BUFFER_DEPTH, rb);
386 _mesa_attach_and_reference_rb(fb, BUFFER_STENCIL, rb);
387
388 return GL_TRUE;
389 }
390
391
392 /**
393 * Add a software-based accumulation renderbuffer to the given framebuffer.
394 * This is a helper routine for device drivers when creating a
395 * window system framebuffer (not a user-created render/framebuffer).
396 * Once this function is called, you can basically forget about this
397 * renderbuffer; core Mesa will handle all the buffer management and
398 * rendering!
399 */
400 static GLboolean
add_accum_renderbuffer(struct gl_context * ctx,struct gl_framebuffer * fb,GLuint redBits,GLuint greenBits,GLuint blueBits,GLuint alphaBits)401 add_accum_renderbuffer(struct gl_context *ctx, struct gl_framebuffer *fb,
402 GLuint redBits, GLuint greenBits,
403 GLuint blueBits, GLuint alphaBits)
404 {
405 struct gl_renderbuffer *rb;
406
407 if (redBits > 16 || greenBits > 16 || blueBits > 16 || alphaBits > 16) {
408 _mesa_problem(ctx,
409 "Unsupported accumBits in add_accum_renderbuffer");
410 return GL_FALSE;
411 }
412
413 assert(fb->Attachment[BUFFER_ACCUM].Renderbuffer == NULL);
414
415 rb = _swrast_new_soft_renderbuffer(ctx, 0);
416 if (!rb) {
417 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating accum buffer");
418 return GL_FALSE;
419 }
420
421 rb->InternalFormat = GL_RGBA16_SNORM;
422 rb->AllocStorage = soft_renderbuffer_storage;
423 _mesa_attach_and_own_rb(fb, BUFFER_ACCUM, rb);
424
425 return GL_TRUE;
426 }
427
428
429
430 /**
431 * Add a software-based aux renderbuffer to the given framebuffer.
432 * This is a helper routine for device drivers when creating a
433 * window system framebuffer (not a user-created render/framebuffer).
434 * Once this function is called, you can basically forget about this
435 * renderbuffer; core Mesa will handle all the buffer management and
436 * rendering!
437 *
438 * NOTE: color-index aux buffers not supported.
439 */
440 static GLboolean
add_aux_renderbuffers(struct gl_context * ctx,struct gl_framebuffer * fb,GLuint colorBits,GLuint numBuffers)441 add_aux_renderbuffers(struct gl_context *ctx, struct gl_framebuffer *fb,
442 GLuint colorBits, GLuint numBuffers)
443 {
444 GLuint i;
445
446 if (colorBits > 16) {
447 _mesa_problem(ctx,
448 "Unsupported colorBits in add_aux_renderbuffers");
449 return GL_FALSE;
450 }
451
452 assert(numBuffers <= MAX_AUX_BUFFERS);
453
454 for (i = 0; i < numBuffers; i++) {
455 struct gl_renderbuffer *rb = _swrast_new_soft_renderbuffer(ctx, 0);
456
457 assert(fb->Attachment[BUFFER_AUX0 + i].Renderbuffer == NULL);
458
459 if (!rb) {
460 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating aux buffer");
461 return GL_FALSE;
462 }
463
464 assert (colorBits <= 8);
465 rb->InternalFormat = GL_RGBA;
466
467 rb->AllocStorage = soft_renderbuffer_storage;
468 _mesa_attach_and_own_rb(fb, BUFFER_AUX0 + i, rb);
469 }
470 return GL_TRUE;
471 }
472
473
474 /**
475 * Create/attach software-based renderbuffers to the given framebuffer.
476 * This is a helper routine for device drivers. Drivers can just as well
477 * call the individual _mesa_add_*_renderbuffer() routines directly.
478 */
479 void
_swrast_add_soft_renderbuffers(struct gl_framebuffer * fb,GLboolean color,GLboolean depth,GLboolean stencil,GLboolean accum,GLboolean alpha,GLboolean aux)480 _swrast_add_soft_renderbuffers(struct gl_framebuffer *fb,
481 GLboolean color,
482 GLboolean depth,
483 GLboolean stencil,
484 GLboolean accum,
485 GLboolean alpha,
486 GLboolean aux)
487 {
488 GLboolean frontLeft = GL_TRUE;
489 GLboolean backLeft = fb->Visual.doubleBufferMode;
490 GLboolean frontRight = fb->Visual.stereoMode;
491 GLboolean backRight = fb->Visual.stereoMode && fb->Visual.doubleBufferMode;
492
493 if (color) {
494 assert(fb->Visual.redBits == fb->Visual.greenBits);
495 assert(fb->Visual.redBits == fb->Visual.blueBits);
496 add_color_renderbuffers(NULL, fb,
497 fb->Visual.redBits,
498 fb->Visual.alphaBits,
499 frontLeft, backLeft,
500 frontRight, backRight);
501 }
502
503 #if 0
504 /* This is pretty much for debugging purposes only since there's a perf
505 * hit for using combined depth/stencil in swrast.
506 */
507 if (depth && fb->Visual.depthBits == 24 &&
508 stencil && fb->Visual.stencilBits == 8) {
509 /* use combined depth/stencil buffer */
510 add_depth_stencil_renderbuffer(NULL, fb);
511 }
512 else
513 #else
514 (void) add_depth_stencil_renderbuffer;
515 #endif
516 {
517 if (depth) {
518 assert(fb->Visual.depthBits > 0);
519 add_depth_renderbuffer(NULL, fb, fb->Visual.depthBits);
520 }
521
522 if (stencil) {
523 assert(fb->Visual.stencilBits > 0);
524 add_stencil_renderbuffer(NULL, fb, fb->Visual.stencilBits);
525 }
526 }
527
528 if (accum) {
529 assert(fb->Visual.accumRedBits > 0);
530 assert(fb->Visual.accumGreenBits > 0);
531 assert(fb->Visual.accumBlueBits > 0);
532 add_accum_renderbuffer(NULL, fb,
533 fb->Visual.accumRedBits,
534 fb->Visual.accumGreenBits,
535 fb->Visual.accumBlueBits,
536 fb->Visual.accumAlphaBits);
537 }
538
539 if (aux) {
540 assert(fb->Visual.numAuxBuffers > 0);
541 add_aux_renderbuffers(NULL, fb, fb->Visual.redBits,
542 fb->Visual.numAuxBuffers);
543 }
544
545 #if 0
546 if (multisample) {
547 /* maybe someday */
548 }
549 #endif
550 }
551
552
553
554 static void
map_attachment(struct gl_context * ctx,struct gl_framebuffer * fb,gl_buffer_index buffer)555 map_attachment(struct gl_context *ctx,
556 struct gl_framebuffer *fb,
557 gl_buffer_index buffer)
558 {
559 struct gl_texture_object *texObj = fb->Attachment[buffer].Texture;
560 struct gl_renderbuffer *rb = fb->Attachment[buffer].Renderbuffer;
561 struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
562
563 if (texObj) {
564 /* map texture image (render to texture) */
565 const GLuint level = fb->Attachment[buffer].TextureLevel;
566 const GLuint face = fb->Attachment[buffer].CubeMapFace;
567 const GLuint slice = fb->Attachment[buffer].Zoffset;
568 struct gl_texture_image *texImage = texObj->Image[face][level];
569 if (texImage) {
570 ctx->Driver.MapTextureImage(ctx, texImage, slice,
571 0, 0, texImage->Width, texImage->Height,
572 GL_MAP_READ_BIT | GL_MAP_WRITE_BIT,
573 &srb->Map, &srb->RowStride);
574 }
575 }
576 else if (rb) {
577 /* Map ordinary renderbuffer */
578 ctx->Driver.MapRenderbuffer(ctx, rb,
579 0, 0, rb->Width, rb->Height,
580 GL_MAP_READ_BIT | GL_MAP_WRITE_BIT,
581 &srb->Map, &srb->RowStride);
582 }
583
584 assert(srb->Map);
585 }
586
587
588 static void
unmap_attachment(struct gl_context * ctx,struct gl_framebuffer * fb,gl_buffer_index buffer)589 unmap_attachment(struct gl_context *ctx,
590 struct gl_framebuffer *fb,
591 gl_buffer_index buffer)
592 {
593 struct gl_texture_object *texObj = fb->Attachment[buffer].Texture;
594 struct gl_renderbuffer *rb = fb->Attachment[buffer].Renderbuffer;
595 struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
596
597 if (texObj) {
598 /* unmap texture image (render to texture) */
599 const GLuint level = fb->Attachment[buffer].TextureLevel;
600 const GLuint face = fb->Attachment[buffer].CubeMapFace;
601 const GLuint slice = fb->Attachment[buffer].Zoffset;
602 struct gl_texture_image *texImage = texObj->Image[face][level];
603 if (texImage) {
604 ctx->Driver.UnmapTextureImage(ctx, texImage, slice);
605 }
606 }
607 else if (rb) {
608 /* unmap ordinary renderbuffer */
609 ctx->Driver.UnmapRenderbuffer(ctx, rb);
610 }
611
612 srb->Map = NULL;
613 }
614
615
616 /**
617 * Determine what type to use (ubyte vs. float) for span colors for the
618 * given renderbuffer.
619 * See also _swrast_write_rgba_span().
620 */
621 static void
find_renderbuffer_colortype(struct gl_renderbuffer * rb)622 find_renderbuffer_colortype(struct gl_renderbuffer *rb)
623 {
624 struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
625 GLuint rbMaxBits = _mesa_get_format_max_bits(rb->Format);
626 GLenum rbDatatype = _mesa_get_format_datatype(rb->Format);
627
628 if (rbDatatype == GL_UNSIGNED_NORMALIZED && rbMaxBits <= 8) {
629 /* the buffer's values fit in GLubyte values */
630 srb->ColorType = GL_UNSIGNED_BYTE;
631 }
632 else {
633 /* use floats otherwise */
634 srb->ColorType = GL_FLOAT;
635 }
636 }
637
638
639 /**
640 * Map the renderbuffers we'll use for tri/line/point rendering.
641 */
642 void
_swrast_map_renderbuffers(struct gl_context * ctx)643 _swrast_map_renderbuffers(struct gl_context *ctx)
644 {
645 struct gl_framebuffer *fb = ctx->DrawBuffer;
646 struct gl_renderbuffer *depthRb, *stencilRb;
647 GLuint buf;
648
649 depthRb = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
650 if (depthRb) {
651 /* map depth buffer */
652 map_attachment(ctx, fb, BUFFER_DEPTH);
653 }
654
655 stencilRb = fb->Attachment[BUFFER_STENCIL].Renderbuffer;
656 if (stencilRb && stencilRb != depthRb) {
657 /* map stencil buffer */
658 map_attachment(ctx, fb, BUFFER_STENCIL);
659 }
660
661 for (buf = 0; buf < fb->_NumColorDrawBuffers; buf++) {
662 if (fb->_ColorDrawBufferIndexes[buf] != BUFFER_NONE) {
663 map_attachment(ctx, fb, fb->_ColorDrawBufferIndexes[buf]);
664 find_renderbuffer_colortype(fb->_ColorDrawBuffers[buf]);
665 }
666 }
667 }
668
669
670 /**
671 * Unmap renderbuffers after rendering.
672 */
673 void
_swrast_unmap_renderbuffers(struct gl_context * ctx)674 _swrast_unmap_renderbuffers(struct gl_context *ctx)
675 {
676 struct gl_framebuffer *fb = ctx->DrawBuffer;
677 struct gl_renderbuffer *depthRb, *stencilRb;
678 GLuint buf;
679
680 depthRb = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
681 if (depthRb) {
682 /* map depth buffer */
683 unmap_attachment(ctx, fb, BUFFER_DEPTH);
684 }
685
686 stencilRb = fb->Attachment[BUFFER_STENCIL].Renderbuffer;
687 if (stencilRb && stencilRb != depthRb) {
688 /* map stencil buffer */
689 unmap_attachment(ctx, fb, BUFFER_STENCIL);
690 }
691
692 for (buf = 0; buf < fb->_NumColorDrawBuffers; buf++) {
693 if (fb->_ColorDrawBufferIndexes[buf] != BUFFER_NONE) {
694 unmap_attachment(ctx, fb, fb->_ColorDrawBufferIndexes[buf]);
695 }
696 }
697 }
698