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1 /*
2  * Mesa 3-D graphics library
3  *
4  * Copyright (C) 1999-2008  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 framebuffers and renderbuffers.
28  * Also, routines for reading/writing renderbuffer data as ubytes,
29  * ushorts, uints, etc.
30  */
31 
32 #include <stdio.h>
33 #include "glheader.h"
34 #include "imports.h"
35 #include "blend.h"
36 #include "buffers.h"
37 #include "context.h"
38 #include "enums.h"
39 #include "formats.h"
40 #include "macros.h"
41 #include "mtypes.h"
42 #include "fbobject.h"
43 #include "framebuffer.h"
44 #include "renderbuffer.h"
45 #include "texobj.h"
46 #include "glformats.h"
47 
48 
49 
50 /**
51  * Compute/set the _DepthMax field for the given framebuffer.
52  * This value depends on the Z buffer resolution.
53  */
54 static void
compute_depth_max(struct gl_framebuffer * fb)55 compute_depth_max(struct gl_framebuffer *fb)
56 {
57    if (fb->Visual.depthBits == 0) {
58       /* Special case.  Even if we don't have a depth buffer we need
59        * good values for DepthMax for Z vertex transformation purposes
60        * and for per-fragment fog computation.
61        */
62       fb->_DepthMax = (1 << 16) - 1;
63    }
64    else if (fb->Visual.depthBits < 32) {
65       fb->_DepthMax = (1 << fb->Visual.depthBits) - 1;
66    }
67    else {
68       /* Special case since shift values greater than or equal to the
69        * number of bits in the left hand expression's type are undefined.
70        */
71       fb->_DepthMax = 0xffffffff;
72    }
73    fb->_DepthMaxF = (GLfloat) fb->_DepthMax;
74 
75    /* Minimum resolvable depth value, for polygon offset */
76    fb->_MRD = (GLfloat)1.0 / fb->_DepthMaxF;
77 }
78 
79 /**
80  * Create and initialize a gl_framebuffer object.
81  * This is intended for creating _window_system_ framebuffers, not generic
82  * framebuffer objects ala GL_EXT_framebuffer_object.
83  *
84  * \sa _mesa_new_framebuffer
85  */
86 struct gl_framebuffer *
_mesa_create_framebuffer(const struct gl_config * visual)87 _mesa_create_framebuffer(const struct gl_config *visual)
88 {
89    struct gl_framebuffer *fb = CALLOC_STRUCT(gl_framebuffer);
90    assert(visual);
91    if (fb) {
92       _mesa_initialize_window_framebuffer(fb, visual);
93    }
94    return fb;
95 }
96 
97 
98 /**
99  * Allocate a new gl_framebuffer object.
100  * This is the default function for ctx->Driver.NewFramebuffer().
101  * This is for allocating user-created framebuffers, not window-system
102  * framebuffers!
103  * \sa _mesa_create_framebuffer
104  */
105 struct gl_framebuffer *
_mesa_new_framebuffer(struct gl_context * ctx,GLuint name)106 _mesa_new_framebuffer(struct gl_context *ctx, GLuint name)
107 {
108    struct gl_framebuffer *fb;
109    (void) ctx;
110    assert(name != 0);
111    fb = CALLOC_STRUCT(gl_framebuffer);
112    if (fb) {
113       _mesa_initialize_user_framebuffer(fb, name);
114    }
115    return fb;
116 }
117 
118 
119 /**
120  * Initialize a gl_framebuffer object.  Typically used to initialize
121  * window system-created framebuffers, not user-created framebuffers.
122  * \sa _mesa_initialize_user_framebuffer
123  */
124 void
_mesa_initialize_window_framebuffer(struct gl_framebuffer * fb,const struct gl_config * visual)125 _mesa_initialize_window_framebuffer(struct gl_framebuffer *fb,
126 				     const struct gl_config *visual)
127 {
128    assert(fb);
129    assert(visual);
130 
131    memset(fb, 0, sizeof(struct gl_framebuffer));
132 
133    mtx_init(&fb->Mutex, mtx_plain);
134 
135    fb->RefCount = 1;
136 
137    /* save the visual */
138    fb->Visual = *visual;
139 
140    /* Init read/draw renderbuffer state */
141    if (visual->doubleBufferMode) {
142       fb->_NumColorDrawBuffers = 1;
143       fb->ColorDrawBuffer[0] = GL_BACK;
144       fb->_ColorDrawBufferIndexes[0] = BUFFER_BACK_LEFT;
145       fb->ColorReadBuffer = GL_BACK;
146       fb->_ColorReadBufferIndex = BUFFER_BACK_LEFT;
147    }
148    else {
149       fb->_NumColorDrawBuffers = 1;
150       fb->ColorDrawBuffer[0] = GL_FRONT;
151       fb->_ColorDrawBufferIndexes[0] = BUFFER_FRONT_LEFT;
152       fb->ColorReadBuffer = GL_FRONT;
153       fb->_ColorReadBufferIndex = BUFFER_FRONT_LEFT;
154    }
155 
156    fb->Delete = _mesa_destroy_framebuffer;
157    fb->_Status = GL_FRAMEBUFFER_COMPLETE_EXT;
158    fb->_AllColorBuffersFixedPoint = !visual->floatMode;
159    fb->_HasSNormOrFloatColorBuffer = visual->floatMode;
160    fb->_HasAttachments = true;
161 
162    compute_depth_max(fb);
163 }
164 
165 
166 /**
167  * Initialize a user-created gl_framebuffer object.
168  * \sa _mesa_initialize_window_framebuffer
169  */
170 void
_mesa_initialize_user_framebuffer(struct gl_framebuffer * fb,GLuint name)171 _mesa_initialize_user_framebuffer(struct gl_framebuffer *fb, GLuint name)
172 {
173    assert(fb);
174    assert(name);
175 
176    memset(fb, 0, sizeof(struct gl_framebuffer));
177 
178    fb->Name = name;
179    fb->RefCount = 1;
180    fb->_NumColorDrawBuffers = 1;
181    fb->ColorDrawBuffer[0] = GL_COLOR_ATTACHMENT0_EXT;
182    fb->_ColorDrawBufferIndexes[0] = BUFFER_COLOR0;
183    fb->ColorReadBuffer = GL_COLOR_ATTACHMENT0_EXT;
184    fb->_ColorReadBufferIndex = BUFFER_COLOR0;
185    fb->Delete = _mesa_destroy_framebuffer;
186    mtx_init(&fb->Mutex, mtx_plain);
187 }
188 
189 
190 /**
191  * Deallocate buffer and everything attached to it.
192  * Typically called via the gl_framebuffer->Delete() method.
193  */
194 void
_mesa_destroy_framebuffer(struct gl_framebuffer * fb)195 _mesa_destroy_framebuffer(struct gl_framebuffer *fb)
196 {
197    if (fb) {
198       _mesa_free_framebuffer_data(fb);
199       free(fb->Label);
200       free(fb);
201    }
202 }
203 
204 
205 /**
206  * Free all the data hanging off the given gl_framebuffer, but don't free
207  * the gl_framebuffer object itself.
208  */
209 void
_mesa_free_framebuffer_data(struct gl_framebuffer * fb)210 _mesa_free_framebuffer_data(struct gl_framebuffer *fb)
211 {
212    GLuint i;
213 
214    assert(fb);
215    assert(fb->RefCount == 0);
216 
217    mtx_destroy(&fb->Mutex);
218 
219    for (i = 0; i < BUFFER_COUNT; i++) {
220       struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
221       if (att->Renderbuffer) {
222          _mesa_reference_renderbuffer(&att->Renderbuffer, NULL);
223       }
224       if (att->Texture) {
225          _mesa_reference_texobj(&att->Texture, NULL);
226       }
227       assert(!att->Renderbuffer);
228       assert(!att->Texture);
229       att->Type = GL_NONE;
230    }
231 }
232 
233 
234 /**
235  * Set *ptr to point to fb, with refcounting and locking.
236  * This is normally only called from the _mesa_reference_framebuffer() macro
237  * when there's a real pointer change.
238  */
239 void
_mesa_reference_framebuffer_(struct gl_framebuffer ** ptr,struct gl_framebuffer * fb)240 _mesa_reference_framebuffer_(struct gl_framebuffer **ptr,
241                              struct gl_framebuffer *fb)
242 {
243    if (*ptr) {
244       /* unreference old renderbuffer */
245       GLboolean deleteFlag = GL_FALSE;
246       struct gl_framebuffer *oldFb = *ptr;
247 
248       mtx_lock(&oldFb->Mutex);
249       assert(oldFb->RefCount > 0);
250       oldFb->RefCount--;
251       deleteFlag = (oldFb->RefCount == 0);
252       mtx_unlock(&oldFb->Mutex);
253 
254       if (deleteFlag)
255          oldFb->Delete(oldFb);
256 
257       *ptr = NULL;
258    }
259 
260    if (fb) {
261       mtx_lock(&fb->Mutex);
262       fb->RefCount++;
263       mtx_unlock(&fb->Mutex);
264       *ptr = fb;
265    }
266 }
267 
268 
269 /**
270  * Resize the given framebuffer's renderbuffers to the new width and height.
271  * This should only be used for window-system framebuffers, not
272  * user-created renderbuffers (i.e. made with GL_EXT_framebuffer_object).
273  * This will typically be called directly from a device driver.
274  *
275  * \note it's possible for ctx to be null since a window can be resized
276  * without a currently bound rendering context.
277  */
278 void
_mesa_resize_framebuffer(struct gl_context * ctx,struct gl_framebuffer * fb,GLuint width,GLuint height)279 _mesa_resize_framebuffer(struct gl_context *ctx, struct gl_framebuffer *fb,
280                          GLuint width, GLuint height)
281 {
282    GLuint i;
283 
284    /* XXX I think we could check if the size is not changing
285     * and return early.
286     */
287 
288    /* Can only resize win-sys framebuffer objects */
289    assert(_mesa_is_winsys_fbo(fb));
290 
291    for (i = 0; i < BUFFER_COUNT; i++) {
292       struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
293       if (att->Type == GL_RENDERBUFFER_EXT && att->Renderbuffer) {
294          struct gl_renderbuffer *rb = att->Renderbuffer;
295          /* only resize if size is changing */
296          if (rb->Width != width || rb->Height != height) {
297             if (rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height)) {
298                assert(rb->Width == width);
299                assert(rb->Height == height);
300             }
301             else {
302                _mesa_error(ctx, GL_OUT_OF_MEMORY, "Resizing framebuffer");
303                /* no return */
304             }
305          }
306       }
307    }
308 
309    fb->Width = width;
310    fb->Height = height;
311 
312    if (ctx) {
313       /* update scissor / window bounds */
314       _mesa_update_draw_buffer_bounds(ctx, ctx->DrawBuffer);
315       /* Signal new buffer state so that swrast will update its clipping
316        * info (the CLIP_BIT flag).
317        */
318       ctx->NewState |= _NEW_BUFFERS;
319    }
320 }
321 
322 /**
323  * Examine all the framebuffer's renderbuffers to update the Width/Height
324  * fields of the framebuffer.  If we have renderbuffers with different
325  * sizes, set the framebuffer's width and height to the min size.
326  * Note: this is only intended for user-created framebuffers, not
327  * window-system framebuffes.
328  */
329 static void
update_framebuffer_size(struct gl_context * ctx,struct gl_framebuffer * fb)330 update_framebuffer_size(struct gl_context *ctx, struct gl_framebuffer *fb)
331 {
332    GLuint minWidth = ~0, minHeight = ~0;
333    GLuint i;
334 
335    /* user-created framebuffers only */
336    assert(_mesa_is_user_fbo(fb));
337 
338    for (i = 0; i < BUFFER_COUNT; i++) {
339       struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
340       const struct gl_renderbuffer *rb = att->Renderbuffer;
341       if (rb) {
342          minWidth = MIN2(minWidth, rb->Width);
343          minHeight = MIN2(minHeight, rb->Height);
344       }
345    }
346 
347    if (minWidth != ~0U) {
348       fb->Width = minWidth;
349       fb->Height = minHeight;
350    }
351    else {
352       fb->Width = 0;
353       fb->Height = 0;
354    }
355 }
356 
357 
358 
359 /**
360  * Given a bounding box, intersect the bounding box with the scissor of
361  * a specified vieport.
362  *
363  * \param ctx     GL context.
364  * \param idx     Index of the desired viewport
365  * \param bbox    Bounding box for the scissored viewport.  Stored as xmin,
366  *                xmax, ymin, ymax.
367  */
368 void
_mesa_intersect_scissor_bounding_box(const struct gl_context * ctx,unsigned idx,int * bbox)369 _mesa_intersect_scissor_bounding_box(const struct gl_context *ctx,
370                                      unsigned idx, int *bbox)
371 {
372    if (ctx->Scissor.EnableFlags & (1u << idx)) {
373       if (ctx->Scissor.ScissorArray[idx].X > bbox[0]) {
374          bbox[0] = ctx->Scissor.ScissorArray[idx].X;
375       }
376       if (ctx->Scissor.ScissorArray[idx].Y > bbox[2]) {
377          bbox[2] = ctx->Scissor.ScissorArray[idx].Y;
378       }
379       if (ctx->Scissor.ScissorArray[idx].X + ctx->Scissor.ScissorArray[idx].Width < bbox[1]) {
380          bbox[1] = ctx->Scissor.ScissorArray[idx].X + ctx->Scissor.ScissorArray[idx].Width;
381       }
382       if (ctx->Scissor.ScissorArray[idx].Y + ctx->Scissor.ScissorArray[idx].Height < bbox[3]) {
383          bbox[3] = ctx->Scissor.ScissorArray[idx].Y + ctx->Scissor.ScissorArray[idx].Height;
384       }
385       /* finally, check for empty region */
386       if (bbox[0] > bbox[1]) {
387          bbox[0] = bbox[1];
388       }
389       if (bbox[2] > bbox[3]) {
390          bbox[2] = bbox[3];
391       }
392    }
393 }
394 
395 /**
396  * Calculate the inclusive bounding box for the scissor of a specific viewport
397  *
398  * \param ctx     GL context.
399  * \param buffer  Framebuffer to be checked against
400  * \param idx     Index of the desired viewport
401  * \param bbox    Bounding box for the scissored viewport.  Stored as xmin,
402  *                xmax, ymin, ymax.
403  *
404  * \warning This function assumes that the framebuffer dimensions are up to
405  * date (e.g., update_framebuffer_size has been recently called on \c buffer).
406  *
407  * \sa _mesa_clip_to_region
408  */
409 void
_mesa_scissor_bounding_box(const struct gl_context * ctx,const struct gl_framebuffer * buffer,unsigned idx,int * bbox)410 _mesa_scissor_bounding_box(const struct gl_context *ctx,
411                            const struct gl_framebuffer *buffer,
412                            unsigned idx, int *bbox)
413 {
414    bbox[0] = 0;
415    bbox[2] = 0;
416    bbox[1] = buffer->Width;
417    bbox[3] = buffer->Height;
418 
419    _mesa_intersect_scissor_bounding_box(ctx, idx, bbox);
420 
421    assert(bbox[0] <= bbox[1]);
422    assert(bbox[2] <= bbox[3]);
423 }
424 
425 /**
426  * Update the context's current drawing buffer's Xmin, Xmax, Ymin, Ymax fields.
427  * These values are computed from the buffer's width and height and
428  * the scissor box, if it's enabled.
429  * \param ctx  the GL context.
430  */
431 void
_mesa_update_draw_buffer_bounds(struct gl_context * ctx,struct gl_framebuffer * buffer)432 _mesa_update_draw_buffer_bounds(struct gl_context *ctx,
433                                 struct gl_framebuffer *buffer)
434 {
435    int bbox[4];
436 
437    if (!buffer)
438       return;
439 
440    if (_mesa_is_user_fbo(buffer)) {
441       /* user-created framebuffer size depends on the renderbuffers */
442       update_framebuffer_size(ctx, buffer);
443    }
444 
445    /* Default to the first scissor as that's always valid */
446    _mesa_scissor_bounding_box(ctx, buffer, 0, bbox);
447    buffer->_Xmin = bbox[0];
448    buffer->_Ymin = bbox[2];
449    buffer->_Xmax = bbox[1];
450    buffer->_Ymax = bbox[3];
451 }
452 
453 
454 /**
455  * The glGet queries of the framebuffer red/green/blue size, stencil size,
456  * etc. are satisfied by the fields of ctx->DrawBuffer->Visual.  These can
457  * change depending on the renderbuffer bindings.  This function updates
458  * the given framebuffer's Visual from the current renderbuffer bindings.
459  *
460  * This may apply to user-created framebuffers or window system framebuffers.
461  *
462  * Also note: ctx->DrawBuffer->Visual.depthBits might not equal
463  * ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer.DepthBits.
464  * The former one is used to convert floating point depth values into
465  * integer Z values.
466  */
467 void
_mesa_update_framebuffer_visual(struct gl_context * ctx,struct gl_framebuffer * fb)468 _mesa_update_framebuffer_visual(struct gl_context *ctx,
469 				struct gl_framebuffer *fb)
470 {
471    GLuint i;
472 
473    memset(&fb->Visual, 0, sizeof(fb->Visual));
474    fb->Visual.rgbMode = GL_TRUE; /* assume this */
475 
476 #if 0 /* this _might_ be needed */
477    if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
478       /* leave visual fields zero'd */
479       return;
480    }
481 #endif
482 
483    /* find first RGB renderbuffer */
484    for (i = 0; i < BUFFER_COUNT; i++) {
485       if (fb->Attachment[i].Renderbuffer) {
486          const struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer;
487          const GLenum baseFormat = _mesa_get_format_base_format(rb->Format);
488          const mesa_format fmt = rb->Format;
489 
490          /* Grab samples and sampleBuffers from any attachment point (assuming
491           * the framebuffer is complete, we'll get the same answer from all
492           * attachments).
493           */
494          fb->Visual.samples = rb->NumSamples;
495          fb->Visual.sampleBuffers = rb->NumSamples > 0 ? 1 : 0;
496 
497          if (_mesa_is_legal_color_format(ctx, baseFormat)) {
498             fb->Visual.redBits = _mesa_get_format_bits(fmt, GL_RED_BITS);
499             fb->Visual.greenBits = _mesa_get_format_bits(fmt, GL_GREEN_BITS);
500             fb->Visual.blueBits = _mesa_get_format_bits(fmt, GL_BLUE_BITS);
501             fb->Visual.alphaBits = _mesa_get_format_bits(fmt, GL_ALPHA_BITS);
502             fb->Visual.rgbBits = fb->Visual.redBits
503                + fb->Visual.greenBits + fb->Visual.blueBits;
504             if (_mesa_get_format_color_encoding(fmt) == GL_SRGB)
505                 fb->Visual.sRGBCapable = ctx->Extensions.EXT_framebuffer_sRGB;
506             break;
507          }
508       }
509    }
510 
511    fb->Visual.floatMode = GL_FALSE;
512    for (i = 0; i < BUFFER_COUNT; i++) {
513       if (fb->Attachment[i].Renderbuffer) {
514          const struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer;
515          const mesa_format fmt = rb->Format;
516 
517          if (_mesa_get_format_datatype(fmt) == GL_FLOAT) {
518             fb->Visual.floatMode = GL_TRUE;
519             break;
520          }
521       }
522    }
523 
524    if (fb->Attachment[BUFFER_DEPTH].Renderbuffer) {
525       const struct gl_renderbuffer *rb =
526          fb->Attachment[BUFFER_DEPTH].Renderbuffer;
527       const mesa_format fmt = rb->Format;
528       fb->Visual.haveDepthBuffer = GL_TRUE;
529       fb->Visual.depthBits = _mesa_get_format_bits(fmt, GL_DEPTH_BITS);
530    }
531 
532    if (fb->Attachment[BUFFER_STENCIL].Renderbuffer) {
533       const struct gl_renderbuffer *rb =
534          fb->Attachment[BUFFER_STENCIL].Renderbuffer;
535       const mesa_format fmt = rb->Format;
536       fb->Visual.haveStencilBuffer = GL_TRUE;
537       fb->Visual.stencilBits = _mesa_get_format_bits(fmt, GL_STENCIL_BITS);
538    }
539 
540    if (fb->Attachment[BUFFER_ACCUM].Renderbuffer) {
541       const struct gl_renderbuffer *rb =
542          fb->Attachment[BUFFER_ACCUM].Renderbuffer;
543       const mesa_format fmt = rb->Format;
544       fb->Visual.haveAccumBuffer = GL_TRUE;
545       fb->Visual.accumRedBits = _mesa_get_format_bits(fmt, GL_RED_BITS);
546       fb->Visual.accumGreenBits = _mesa_get_format_bits(fmt, GL_GREEN_BITS);
547       fb->Visual.accumBlueBits = _mesa_get_format_bits(fmt, GL_BLUE_BITS);
548       fb->Visual.accumAlphaBits = _mesa_get_format_bits(fmt, GL_ALPHA_BITS);
549    }
550 
551    compute_depth_max(fb);
552 }
553 
554 
555 /*
556  * Example DrawBuffers scenarios:
557  *
558  * 1. glDrawBuffer(GL_FRONT_AND_BACK), fixed-func or shader writes to
559  * "gl_FragColor" or program writes to the "result.color" register:
560  *
561  *   fragment color output   renderbuffer
562  *   ---------------------   ---------------
563  *   color[0]                Front, Back
564  *
565  *
566  * 2. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]), shader writes to
567  * gl_FragData[i] or program writes to result.color[i] registers:
568  *
569  *   fragment color output   renderbuffer
570  *   ---------------------   ---------------
571  *   color[0]                Front
572  *   color[1]                Aux0
573  *   color[3]                Aux1
574  *
575  *
576  * 3. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]) and shader writes to
577  * gl_FragColor, or fixed function:
578  *
579  *   fragment color output   renderbuffer
580  *   ---------------------   ---------------
581  *   color[0]                Front, Aux0, Aux1
582  *
583  *
584  * In either case, the list of renderbuffers is stored in the
585  * framebuffer->_ColorDrawBuffers[] array and
586  * framebuffer->_NumColorDrawBuffers indicates the number of buffers.
587  * The renderer (like swrast) has to look at the current fragment shader
588  * to see if it writes to gl_FragColor vs. gl_FragData[i] to determine
589  * how to map color outputs to renderbuffers.
590  *
591  * Note that these two calls are equivalent (for fixed function fragment
592  * shading anyway):
593  *   a)  glDrawBuffer(GL_FRONT_AND_BACK);  (assuming non-stereo framebuffer)
594  *   b)  glDrawBuffers(2, [GL_FRONT_LEFT, GL_BACK_LEFT]);
595  */
596 
597 
598 
599 
600 /**
601  * Update the (derived) list of color drawing renderbuffer pointers.
602  * Later, when we're rendering we'll loop from 0 to _NumColorDrawBuffers
603  * writing colors.
604  */
605 static void
update_color_draw_buffers(struct gl_context * ctx,struct gl_framebuffer * fb)606 update_color_draw_buffers(struct gl_context *ctx, struct gl_framebuffer *fb)
607 {
608    GLuint output;
609 
610    /* set 0th buffer to NULL now in case _NumColorDrawBuffers is zero */
611    fb->_ColorDrawBuffers[0] = NULL;
612 
613    for (output = 0; output < fb->_NumColorDrawBuffers; output++) {
614       GLint buf = fb->_ColorDrawBufferIndexes[output];
615       if (buf >= 0) {
616          fb->_ColorDrawBuffers[output] = fb->Attachment[buf].Renderbuffer;
617       }
618       else {
619          fb->_ColorDrawBuffers[output] = NULL;
620       }
621    }
622 }
623 
624 
625 /**
626  * Update the (derived) color read renderbuffer pointer.
627  * Unlike the DrawBuffer, we can only read from one (or zero) color buffers.
628  */
629 static void
update_color_read_buffer(struct gl_context * ctx,struct gl_framebuffer * fb)630 update_color_read_buffer(struct gl_context *ctx, struct gl_framebuffer *fb)
631 {
632    (void) ctx;
633    if (fb->_ColorReadBufferIndex == -1 ||
634        fb->DeletePending ||
635        fb->Width == 0 ||
636        fb->Height == 0) {
637       fb->_ColorReadBuffer = NULL; /* legal! */
638    }
639    else {
640       assert(fb->_ColorReadBufferIndex >= 0);
641       assert(fb->_ColorReadBufferIndex < BUFFER_COUNT);
642       fb->_ColorReadBuffer
643          = fb->Attachment[fb->_ColorReadBufferIndex].Renderbuffer;
644    }
645 }
646 
647 
648 /**
649  * Update a gl_framebuffer's derived state.
650  *
651  * Specifically, update these framebuffer fields:
652  *    _ColorDrawBuffers
653  *    _NumColorDrawBuffers
654  *    _ColorReadBuffer
655  *
656  * If the framebuffer is user-created, make sure it's complete.
657  *
658  * The following functions (at least) can effect framebuffer state:
659  * glReadBuffer, glDrawBuffer, glDrawBuffersARB, glFramebufferRenderbufferEXT,
660  * glRenderbufferStorageEXT.
661  */
662 static void
update_framebuffer(struct gl_context * ctx,struct gl_framebuffer * fb)663 update_framebuffer(struct gl_context *ctx, struct gl_framebuffer *fb)
664 {
665    if (_mesa_is_winsys_fbo(fb)) {
666       /* This is a window-system framebuffer */
667       /* Need to update the FB's GL_DRAW_BUFFER state to match the
668        * context state (GL_READ_BUFFER too).
669        */
670       if (fb->ColorDrawBuffer[0] != ctx->Color.DrawBuffer[0]) {
671          _mesa_drawbuffers(ctx, fb, ctx->Const.MaxDrawBuffers,
672                            ctx->Color.DrawBuffer, NULL);
673       }
674    }
675    else {
676       /* This is a user-created framebuffer.
677        * Completeness only matters for user-created framebuffers.
678        */
679       if (fb->_Status != GL_FRAMEBUFFER_COMPLETE) {
680          _mesa_test_framebuffer_completeness(ctx, fb);
681       }
682    }
683 
684    /* Strictly speaking, we don't need to update the draw-state
685     * if this FB is bound as ctx->ReadBuffer (and conversely, the
686     * read-state if this FB is bound as ctx->DrawBuffer), but no
687     * harm.
688     */
689    update_color_draw_buffers(ctx, fb);
690    update_color_read_buffer(ctx, fb);
691 
692    compute_depth_max(fb);
693 }
694 
695 
696 /**
697  * Update state related to the draw/read framebuffers.
698  */
699 void
_mesa_update_framebuffer(struct gl_context * ctx,struct gl_framebuffer * readFb,struct gl_framebuffer * drawFb)700 _mesa_update_framebuffer(struct gl_context *ctx,
701                          struct gl_framebuffer *readFb,
702                          struct gl_framebuffer *drawFb)
703 {
704    assert(ctx);
705 
706    update_framebuffer(ctx, drawFb);
707    if (readFb != drawFb)
708       update_framebuffer(ctx, readFb);
709 
710    _mesa_update_clamp_vertex_color(ctx, drawFb);
711    _mesa_update_clamp_fragment_color(ctx, drawFb);
712 }
713 
714 
715 /**
716  * Check if the renderbuffer for a read/draw operation exists.
717  * \param format  a basic image format such as GL_RGB, GL_RGBA, GL_ALPHA,
718  *                GL_DEPTH_COMPONENT, etc. or GL_COLOR, GL_DEPTH, GL_STENCIL.
719  * \param reading  if TRUE, we're going to read from the buffer,
720                    if FALSE, we're going to write to the buffer.
721  * \return GL_TRUE if buffer exists, GL_FALSE otherwise
722  */
723 static GLboolean
renderbuffer_exists(struct gl_context * ctx,struct gl_framebuffer * fb,GLenum format,GLboolean reading)724 renderbuffer_exists(struct gl_context *ctx,
725                     struct gl_framebuffer *fb,
726                     GLenum format,
727                     GLboolean reading)
728 {
729    const struct gl_renderbuffer_attachment *att = fb->Attachment;
730 
731    /* If we don't know the framebuffer status, update it now */
732    if (fb->_Status == 0) {
733       _mesa_test_framebuffer_completeness(ctx, fb);
734    }
735 
736    if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
737       return GL_FALSE;
738    }
739 
740    switch (format) {
741    case GL_COLOR:
742    case GL_RED:
743    case GL_GREEN:
744    case GL_BLUE:
745    case GL_ALPHA:
746    case GL_LUMINANCE:
747    case GL_LUMINANCE_ALPHA:
748    case GL_INTENSITY:
749    case GL_RG:
750    case GL_RGB:
751    case GL_BGR:
752    case GL_RGBA:
753    case GL_BGRA:
754    case GL_ABGR_EXT:
755    case GL_RED_INTEGER_EXT:
756    case GL_RG_INTEGER:
757    case GL_GREEN_INTEGER_EXT:
758    case GL_BLUE_INTEGER_EXT:
759    case GL_ALPHA_INTEGER_EXT:
760    case GL_RGB_INTEGER_EXT:
761    case GL_RGBA_INTEGER_EXT:
762    case GL_BGR_INTEGER_EXT:
763    case GL_BGRA_INTEGER_EXT:
764    case GL_LUMINANCE_INTEGER_EXT:
765    case GL_LUMINANCE_ALPHA_INTEGER_EXT:
766       if (reading) {
767          /* about to read from a color buffer */
768          const struct gl_renderbuffer *readBuf = fb->_ColorReadBuffer;
769          if (!readBuf) {
770             return GL_FALSE;
771          }
772          assert(_mesa_get_format_bits(readBuf->Format, GL_RED_BITS) > 0 ||
773                 _mesa_get_format_bits(readBuf->Format, GL_ALPHA_BITS) > 0 ||
774                 _mesa_get_format_bits(readBuf->Format, GL_TEXTURE_LUMINANCE_SIZE) > 0 ||
775                 _mesa_get_format_bits(readBuf->Format, GL_TEXTURE_INTENSITY_SIZE) > 0 ||
776                 _mesa_get_format_bits(readBuf->Format, GL_INDEX_BITS) > 0);
777       }
778       else {
779          /* about to draw to zero or more color buffers (none is OK) */
780          return GL_TRUE;
781       }
782       break;
783    case GL_DEPTH:
784    case GL_DEPTH_COMPONENT:
785       if (att[BUFFER_DEPTH].Type == GL_NONE) {
786          return GL_FALSE;
787       }
788       break;
789    case GL_STENCIL:
790    case GL_STENCIL_INDEX:
791       if (att[BUFFER_STENCIL].Type == GL_NONE) {
792          return GL_FALSE;
793       }
794       break;
795    case GL_DEPTH_STENCIL_EXT:
796       if (att[BUFFER_DEPTH].Type == GL_NONE ||
797           att[BUFFER_STENCIL].Type == GL_NONE) {
798          return GL_FALSE;
799       }
800       break;
801    default:
802       _mesa_problem(ctx,
803                     "Unexpected format 0x%x in renderbuffer_exists",
804                     format);
805       return GL_FALSE;
806    }
807 
808    /* OK */
809    return GL_TRUE;
810 }
811 
812 
813 /**
814  * Check if the renderbuffer for a read operation (glReadPixels, glCopyPixels,
815  * glCopyTex[Sub]Image, etc) exists.
816  * \param format  a basic image format such as GL_RGB, GL_RGBA, GL_ALPHA,
817  *                GL_DEPTH_COMPONENT, etc. or GL_COLOR, GL_DEPTH, GL_STENCIL.
818  * \return GL_TRUE if buffer exists, GL_FALSE otherwise
819  */
820 GLboolean
_mesa_source_buffer_exists(struct gl_context * ctx,GLenum format)821 _mesa_source_buffer_exists(struct gl_context *ctx, GLenum format)
822 {
823    return renderbuffer_exists(ctx, ctx->ReadBuffer, format, GL_TRUE);
824 }
825 
826 
827 /**
828  * As above, but for drawing operations.
829  */
830 GLboolean
_mesa_dest_buffer_exists(struct gl_context * ctx,GLenum format)831 _mesa_dest_buffer_exists(struct gl_context *ctx, GLenum format)
832 {
833    return renderbuffer_exists(ctx, ctx->DrawBuffer, format, GL_FALSE);
834 }
835 
836 
837 /**
838  * Used to answer the GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES query.
839  */
840 GLenum
_mesa_get_color_read_format(struct gl_context * ctx)841 _mesa_get_color_read_format(struct gl_context *ctx)
842 {
843    if (!ctx->ReadBuffer || !ctx->ReadBuffer->_ColorReadBuffer) {
844       /* The spec is unclear how to handle this case, but NVIDIA's
845        * driver generates GL_INVALID_OPERATION.
846        */
847       _mesa_error(ctx, GL_INVALID_OPERATION,
848                   "glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT: "
849                   "no GL_READ_BUFFER)");
850       return GL_NONE;
851    }
852    else {
853       const mesa_format format = ctx->ReadBuffer->_ColorReadBuffer->Format;
854       const GLenum data_type = _mesa_get_format_datatype(format);
855 
856       if (format == MESA_FORMAT_B8G8R8A8_UNORM)
857          return GL_BGRA;
858       else if (format == MESA_FORMAT_B5G6R5_UNORM)
859          return GL_RGB;
860       else if (format == MESA_FORMAT_R_UNORM8)
861          return GL_RED;
862 
863       switch (data_type) {
864       case GL_UNSIGNED_INT:
865       case GL_INT:
866          return GL_RGBA_INTEGER;
867       default:
868          return GL_RGBA;
869       }
870    }
871 }
872 
873 
874 /**
875  * Used to answer the GL_IMPLEMENTATION_COLOR_READ_TYPE_OES query.
876  */
877 GLenum
_mesa_get_color_read_type(struct gl_context * ctx)878 _mesa_get_color_read_type(struct gl_context *ctx)
879 {
880    if (!ctx->ReadBuffer || !ctx->ReadBuffer->_ColorReadBuffer) {
881       /* The spec is unclear how to handle this case, but NVIDIA's
882        * driver generates GL_INVALID_OPERATION.
883        */
884       _mesa_error(ctx, GL_INVALID_OPERATION,
885                   "glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE: "
886                   "no GL_READ_BUFFER)");
887       return GL_NONE;
888    }
889    else {
890       const GLenum format = ctx->ReadBuffer->_ColorReadBuffer->Format;
891       const GLenum data_type = _mesa_get_format_datatype(format);
892 
893       if (format == MESA_FORMAT_B5G6R5_UNORM)
894          return GL_UNSIGNED_SHORT_5_6_5;
895 
896       switch (data_type) {
897       case GL_SIGNED_NORMALIZED:
898          return GL_BYTE;
899       case GL_UNSIGNED_INT:
900       case GL_INT:
901       case GL_FLOAT:
902          return data_type;
903       case GL_UNSIGNED_NORMALIZED:
904       default:
905          return GL_UNSIGNED_BYTE;
906       }
907    }
908 }
909 
910 
911 /**
912  * Returns the read renderbuffer for the specified format.
913  */
914 struct gl_renderbuffer *
_mesa_get_read_renderbuffer_for_format(const struct gl_context * ctx,GLenum format)915 _mesa_get_read_renderbuffer_for_format(const struct gl_context *ctx,
916                                        GLenum format)
917 {
918    const struct gl_framebuffer *rfb = ctx->ReadBuffer;
919 
920    if (_mesa_is_color_format(format)) {
921       return rfb->Attachment[rfb->_ColorReadBufferIndex].Renderbuffer;
922    } else if (_mesa_is_depth_format(format) ||
923               _mesa_is_depthstencil_format(format)) {
924       return rfb->Attachment[BUFFER_DEPTH].Renderbuffer;
925    } else {
926       return rfb->Attachment[BUFFER_STENCIL].Renderbuffer;
927    }
928 }
929 
930 
931 /**
932  * Print framebuffer info to stderr, for debugging.
933  */
934 void
_mesa_print_framebuffer(const struct gl_framebuffer * fb)935 _mesa_print_framebuffer(const struct gl_framebuffer *fb)
936 {
937    GLuint i;
938 
939    fprintf(stderr, "Mesa Framebuffer %u at %p\n", fb->Name, (void *) fb);
940    fprintf(stderr, "  Size: %u x %u  Status: %s\n", fb->Width, fb->Height,
941            _mesa_enum_to_string(fb->_Status));
942    fprintf(stderr, "  Attachments:\n");
943 
944    for (i = 0; i < BUFFER_COUNT; i++) {
945       const struct gl_renderbuffer_attachment *att = &fb->Attachment[i];
946       if (att->Type == GL_TEXTURE) {
947          const struct gl_texture_image *texImage = att->Renderbuffer->TexImage;
948          fprintf(stderr,
949                  "  %2d: Texture %u, level %u, face %u, slice %u, complete %d\n",
950                  i, att->Texture->Name, att->TextureLevel, att->CubeMapFace,
951                  att->Zoffset, att->Complete);
952          fprintf(stderr, "       Size: %u x %u x %u  Format %s\n",
953                  texImage->Width, texImage->Height, texImage->Depth,
954                  _mesa_get_format_name(texImage->TexFormat));
955       }
956       else if (att->Type == GL_RENDERBUFFER) {
957          fprintf(stderr, "  %2d: Renderbuffer %u, complete %d\n",
958                  i, att->Renderbuffer->Name, att->Complete);
959          fprintf(stderr, "       Size: %u x %u  Format %s\n",
960                  att->Renderbuffer->Width, att->Renderbuffer->Height,
961                  _mesa_get_format_name(att->Renderbuffer->Format));
962       }
963       else {
964          fprintf(stderr, "  %2d: none\n", i);
965       }
966    }
967 }
968 
969 bool
_mesa_is_front_buffer_reading(const struct gl_framebuffer * fb)970 _mesa_is_front_buffer_reading(const struct gl_framebuffer *fb)
971 {
972    if (!fb || _mesa_is_user_fbo(fb))
973       return false;
974 
975    return fb->_ColorReadBufferIndex == BUFFER_FRONT_LEFT;
976 }
977 
978 bool
_mesa_is_front_buffer_drawing(const struct gl_framebuffer * fb)979 _mesa_is_front_buffer_drawing(const struct gl_framebuffer *fb)
980 {
981    if (!fb || _mesa_is_user_fbo(fb))
982       return false;
983 
984    return (fb->_NumColorDrawBuffers >= 1 &&
985            fb->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT);
986 }
987 
988 static inline GLuint
_mesa_geometric_nonvalidated_samples(const struct gl_framebuffer * buffer)989 _mesa_geometric_nonvalidated_samples(const struct gl_framebuffer *buffer)
990 {
991    return buffer->_HasAttachments ?
992       buffer->Visual.samples :
993       buffer->DefaultGeometry.NumSamples;
994 }
995 
996 bool
_mesa_is_multisample_enabled(const struct gl_context * ctx)997 _mesa_is_multisample_enabled(const struct gl_context *ctx)
998 {
999    /* The sample count may not be validated by the driver, but when it is set,
1000     * we know that is in a valid range and no driver should ever validate a
1001     * multisampled framebuffer to non-multisampled and vice-versa.
1002     */
1003    return ctx->Multisample.Enabled &&
1004           ctx->DrawBuffer &&
1005           _mesa_geometric_nonvalidated_samples(ctx->DrawBuffer) >= 1;
1006 }
1007 
1008 /**
1009  * Is alpha testing enabled and applicable to the currently bound
1010  * framebuffer?
1011  */
1012 bool
_mesa_is_alpha_test_enabled(const struct gl_context * ctx)1013 _mesa_is_alpha_test_enabled(const struct gl_context *ctx)
1014 {
1015    bool buffer0_is_integer = ctx->DrawBuffer->_IntegerBuffers & 0x1;
1016    return (ctx->Color.AlphaEnabled && !buffer0_is_integer);
1017 }
1018 
1019 /**
1020  * Is alpha to coverage enabled and applicable to the currently bound
1021  * framebuffer?
1022  */
1023 bool
_mesa_is_alpha_to_coverage_enabled(const struct gl_context * ctx)1024 _mesa_is_alpha_to_coverage_enabled(const struct gl_context *ctx)
1025 {
1026    bool buffer0_is_integer = ctx->DrawBuffer->_IntegerBuffers & 0x1;
1027    return (ctx->Multisample.SampleAlphaToCoverage &&
1028            _mesa_is_multisample_enabled(ctx) &&
1029            !buffer0_is_integer);
1030 }
1031