2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
27 * Functions for allocating/managing framebuffers and renderbuffers.
28 * Also, routines for reading/writing renderbuffer data as ubytes,
29 * ushorts, uints, etc.
42 #include "framebuffer.h"
43 #include "renderbuffer.h"
49 * Compute/set the _DepthMax field for the given framebuffer.
50 * This value depends on the Z buffer resolution.
53 compute_depth_max(struct gl_framebuffer
*fb
)
55 if (fb
->Visual
.depthBits
== 0) {
56 /* Special case. Even if we don't have a depth buffer we need
57 * good values for DepthMax for Z vertex transformation purposes
58 * and for per-fragment fog computation.
60 fb
->_DepthMax
= (1 << 16) - 1;
62 else if (fb
->Visual
.depthBits
< 32) {
63 fb
->_DepthMax
= (1 << fb
->Visual
.depthBits
) - 1;
66 /* Special case since shift values greater than or equal to the
67 * number of bits in the left hand expression's type are undefined.
69 fb
->_DepthMax
= 0xffffffff;
71 fb
->_DepthMaxF
= (GLfloat
) fb
->_DepthMax
;
73 /* Minimum resolvable depth value, for polygon offset */
74 fb
->_MRD
= (GLfloat
)1.0 / fb
->_DepthMaxF
;
78 * Create and initialize a gl_framebuffer object.
79 * This is intended for creating _window_system_ framebuffers, not generic
80 * framebuffer objects ala GL_EXT_framebuffer_object.
82 * \sa _mesa_new_framebuffer
84 struct gl_framebuffer
*
85 _mesa_create_framebuffer(const struct gl_config
*visual
)
87 struct gl_framebuffer
*fb
= CALLOC_STRUCT(gl_framebuffer
);
90 _mesa_initialize_window_framebuffer(fb
, visual
);
97 * Allocate a new gl_framebuffer object.
98 * This is the default function for ctx->Driver.NewFramebuffer().
99 * This is for allocating user-created framebuffers, not window-system
101 * \sa _mesa_create_framebuffer
103 struct gl_framebuffer
*
104 _mesa_new_framebuffer(struct gl_context
*ctx
, GLuint name
)
106 struct gl_framebuffer
*fb
;
109 fb
= CALLOC_STRUCT(gl_framebuffer
);
111 _mesa_initialize_user_framebuffer(fb
, name
);
118 * Initialize a gl_framebuffer object. Typically used to initialize
119 * window system-created framebuffers, not user-created framebuffers.
120 * \sa _mesa_initialize_user_framebuffer
123 _mesa_initialize_window_framebuffer(struct gl_framebuffer
*fb
,
124 const struct gl_config
*visual
)
129 memset(fb
, 0, sizeof(struct gl_framebuffer
));
131 _glthread_INIT_MUTEX(fb
->Mutex
);
135 /* save the visual */
136 fb
->Visual
= *visual
;
138 /* Init read/draw renderbuffer state */
139 if (visual
->doubleBufferMode
) {
140 fb
->ColorDrawBuffer
= GL_BACK
;
141 fb
->_ColorDrawBufferIndex
= BUFFER_BACK_LEFT
;
142 fb
->ColorReadBuffer
= GL_BACK
;
143 fb
->_ColorReadBufferIndex
= BUFFER_BACK_LEFT
;
146 fb
->ColorDrawBuffer
= GL_FRONT
;
147 fb
->_ColorDrawBufferIndex
= BUFFER_FRONT_LEFT
;
148 fb
->ColorReadBuffer
= GL_FRONT
;
149 fb
->_ColorReadBufferIndex
= BUFFER_FRONT_LEFT
;
152 fb
->Delete
= _mesa_destroy_framebuffer
;
153 fb
->_Status
= GL_FRAMEBUFFER_COMPLETE_EXT
;
155 compute_depth_max(fb
);
160 * Initialize a user-created gl_framebuffer object.
161 * \sa _mesa_initialize_window_framebuffer
164 _mesa_initialize_user_framebuffer(struct gl_framebuffer
*fb
, GLuint name
)
169 memset(fb
, 0, sizeof(struct gl_framebuffer
));
173 fb
->ColorDrawBuffer
= GL_COLOR_ATTACHMENT0_EXT
;
174 fb
->_ColorDrawBufferIndex
= BUFFER_COLOR0
;
175 fb
->ColorReadBuffer
= GL_COLOR_ATTACHMENT0_EXT
;
176 fb
->_ColorReadBufferIndex
= BUFFER_COLOR0
;
177 fb
->Delete
= _mesa_destroy_framebuffer
;
178 _glthread_INIT_MUTEX(fb
->Mutex
);
183 * Deallocate buffer and everything attached to it.
184 * Typically called via the gl_framebuffer->Delete() method.
187 _mesa_destroy_framebuffer(struct gl_framebuffer
*fb
)
190 _mesa_free_framebuffer_data(fb
);
197 * Free all the data hanging off the given gl_framebuffer, but don't free
198 * the gl_framebuffer object itself.
201 _mesa_free_framebuffer_data(struct gl_framebuffer
*fb
)
206 assert(fb
->RefCount
== 0);
208 _glthread_DESTROY_MUTEX(fb
->Mutex
);
210 for (i
= 0; i
< BUFFER_COUNT
; i
++) {
211 struct gl_renderbuffer_attachment
*att
= &fb
->Attachment
[i
];
212 if (att
->Renderbuffer
) {
213 _mesa_reference_renderbuffer(&att
->Renderbuffer
, NULL
);
216 _mesa_reference_texobj(&att
->Texture
, NULL
);
218 ASSERT(!att
->Renderbuffer
);
219 ASSERT(!att
->Texture
);
226 * Set *ptr to point to fb, with refcounting and locking.
227 * This is normally only called from the _mesa_reference_framebuffer() macro
228 * when there's a real pointer change.
231 _mesa_reference_framebuffer_(struct gl_framebuffer
**ptr
,
232 struct gl_framebuffer
*fb
)
235 /* unreference old renderbuffer */
236 GLboolean deleteFlag
= GL_FALSE
;
237 struct gl_framebuffer
*oldFb
= *ptr
;
239 _glthread_LOCK_MUTEX(oldFb
->Mutex
);
240 ASSERT(oldFb
->RefCount
> 0);
242 deleteFlag
= (oldFb
->RefCount
== 0);
243 _glthread_UNLOCK_MUTEX(oldFb
->Mutex
);
246 oldFb
->Delete(oldFb
);
253 _glthread_LOCK_MUTEX(fb
->Mutex
);
255 _glthread_UNLOCK_MUTEX(fb
->Mutex
);
262 * Resize the given framebuffer's renderbuffers to the new width and height.
263 * This should only be used for window-system framebuffers, not
264 * user-created renderbuffers (i.e. made with GL_EXT_framebuffer_object).
265 * This will typically be called via ctx->Driver.ResizeBuffers() or directly
266 * from a device driver.
268 * \note it's possible for ctx to be null since a window can be resized
269 * without a currently bound rendering context.
272 _mesa_resize_framebuffer(struct gl_context
*ctx
, struct gl_framebuffer
*fb
,
273 GLuint width
, GLuint height
)
277 /* XXX I think we could check if the size is not changing
281 /* For window system framebuffers, Name is zero */
282 assert(fb
->Name
== 0);
284 for (i
= 0; i
< BUFFER_COUNT
; i
++) {
285 struct gl_renderbuffer_attachment
*att
= &fb
->Attachment
[i
];
286 if (att
->Type
== GL_RENDERBUFFER_EXT
&& att
->Renderbuffer
) {
287 struct gl_renderbuffer
*rb
= att
->Renderbuffer
;
288 /* only resize if size is changing */
289 if (rb
->Width
!= width
|| rb
->Height
!= height
) {
290 if (rb
->AllocStorage(ctx
, rb
, rb
->InternalFormat
, width
, height
)) {
291 ASSERT(rb
->Width
== width
);
292 ASSERT(rb
->Height
== height
);
295 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "Resizing framebuffer");
306 /* update scissor / window bounds */
307 _mesa_update_draw_buffer_bounds(ctx
);
308 /* Signal new buffer state so that swrast will update its clipping
309 * info (the CLIP_BIT flag).
311 ctx
->NewState
|= _NEW_BUFFERS
;
318 * XXX THIS IS OBSOLETE - drivers should take care of detecting window
319 * size changes and act accordingly, likely calling _mesa_resize_framebuffer().
321 * GL_MESA_resize_buffers extension.
323 * When this function is called, we'll ask the window system how large
324 * the current window is. If it's a new size, we'll call the driver's
325 * ResizeBuffers function. The driver will then resize its color buffers
326 * as needed, and maybe call the swrast's routine for reallocating
327 * swrast-managed depth/stencil/accum/etc buffers.
328 * \note This function should only be called through the GL API, not
329 * from device drivers (as was done in the past).
332 _mesa_resizebuffers( struct gl_context
*ctx
)
334 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx
);
336 if (MESA_VERBOSE
& VERBOSE_API
)
337 _mesa_debug(ctx
, "glResizeBuffersMESA\n");
339 if (!ctx
->Driver
.GetBufferSize
) {
343 if (ctx
->WinSysDrawBuffer
) {
344 GLuint newWidth
, newHeight
;
345 struct gl_framebuffer
*buffer
= ctx
->WinSysDrawBuffer
;
347 assert(buffer
->Name
== 0);
349 /* ask device driver for size of output buffer */
350 ctx
->Driver
.GetBufferSize( buffer
, &newWidth
, &newHeight
);
352 /* see if size of device driver's color buffer (window) has changed */
353 if (buffer
->Width
!= newWidth
|| buffer
->Height
!= newHeight
) {
354 if (ctx
->Driver
.ResizeBuffers
)
355 ctx
->Driver
.ResizeBuffers(ctx
, buffer
, newWidth
, newHeight
);
359 if (ctx
->WinSysReadBuffer
360 && ctx
->WinSysReadBuffer
!= ctx
->WinSysDrawBuffer
) {
361 GLuint newWidth
, newHeight
;
362 struct gl_framebuffer
*buffer
= ctx
->WinSysReadBuffer
;
364 assert(buffer
->Name
== 0);
366 /* ask device driver for size of read buffer */
367 ctx
->Driver
.GetBufferSize( buffer
, &newWidth
, &newHeight
);
369 /* see if size of device driver's color buffer (window) has changed */
370 if (buffer
->Width
!= newWidth
|| buffer
->Height
!= newHeight
) {
371 if (ctx
->Driver
.ResizeBuffers
)
372 ctx
->Driver
.ResizeBuffers(ctx
, buffer
, newWidth
, newHeight
);
376 ctx
->NewState
|= _NEW_BUFFERS
; /* to update scissor / window bounds */
381 * XXX THIS IS OBSOLETE
384 _mesa_ResizeBuffersMESA( void )
386 GET_CURRENT_CONTEXT(ctx
);
388 if (ctx
->Extensions
.MESA_resize_buffers
)
389 _mesa_resizebuffers( ctx
);
395 * Examine all the framebuffer's renderbuffers to update the Width/Height
396 * fields of the framebuffer. If we have renderbuffers with different
397 * sizes, set the framebuffer's width and height to the min size.
398 * Note: this is only intended for user-created framebuffers, not
399 * window-system framebuffes.
402 update_framebuffer_size(struct gl_context
*ctx
, struct gl_framebuffer
*fb
)
404 GLuint minWidth
= ~0, minHeight
= ~0;
407 /* user-created framebuffers only */
410 for (i
= 0; i
< BUFFER_COUNT
; i
++) {
411 struct gl_renderbuffer_attachment
*att
= &fb
->Attachment
[i
];
412 const struct gl_renderbuffer
*rb
= att
->Renderbuffer
;
414 minWidth
= MIN2(minWidth
, rb
->Width
);
415 minHeight
= MIN2(minHeight
, rb
->Height
);
419 if (minWidth
!= ~0) {
420 fb
->Width
= minWidth
;
421 fb
->Height
= minHeight
;
431 * Update the context's current drawing buffer's Xmin, Xmax, Ymin, Ymax fields.
432 * These values are computed from the buffer's width and height and
433 * the scissor box, if it's enabled.
434 * \param ctx the GL context.
437 _mesa_update_draw_buffer_bounds(struct gl_context
*ctx
)
439 struct gl_framebuffer
*buffer
= ctx
->DrawBuffer
;
445 /* user-created framebuffer size depends on the renderbuffers */
446 update_framebuffer_size(ctx
, buffer
);
451 buffer
->_Xmax
= buffer
->Width
;
452 buffer
->_Ymax
= buffer
->Height
;
454 if (ctx
->Scissor
.Enabled
) {
455 if (ctx
->Scissor
.X
> buffer
->_Xmin
) {
456 buffer
->_Xmin
= ctx
->Scissor
.X
;
458 if (ctx
->Scissor
.Y
> buffer
->_Ymin
) {
459 buffer
->_Ymin
= ctx
->Scissor
.Y
;
461 if (ctx
->Scissor
.X
+ ctx
->Scissor
.Width
< buffer
->_Xmax
) {
462 buffer
->_Xmax
= ctx
->Scissor
.X
+ ctx
->Scissor
.Width
;
464 if (ctx
->Scissor
.Y
+ ctx
->Scissor
.Height
< buffer
->_Ymax
) {
465 buffer
->_Ymax
= ctx
->Scissor
.Y
+ ctx
->Scissor
.Height
;
467 /* finally, check for empty region */
468 if (buffer
->_Xmin
> buffer
->_Xmax
) {
469 buffer
->_Xmin
= buffer
->_Xmax
;
471 if (buffer
->_Ymin
> buffer
->_Ymax
) {
472 buffer
->_Ymin
= buffer
->_Ymax
;
476 ASSERT(buffer
->_Xmin
<= buffer
->_Xmax
);
477 ASSERT(buffer
->_Ymin
<= buffer
->_Ymax
);
482 * The glGet queries of the framebuffer red/green/blue size, stencil size,
483 * etc. are satisfied by the fields of ctx->DrawBuffer->Visual. These can
484 * change depending on the renderbuffer bindings. This function updates
485 * the given framebuffer's Visual from the current renderbuffer bindings.
487 * This may apply to user-created framebuffers or window system framebuffers.
489 * Also note: ctx->DrawBuffer->Visual.depthBits might not equal
490 * ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer.DepthBits.
491 * The former one is used to convert floating point depth values into
495 _mesa_update_framebuffer_visual(struct gl_context
*ctx
,
496 struct gl_framebuffer
*fb
)
500 memset(&fb
->Visual
, 0, sizeof(fb
->Visual
));
501 fb
->Visual
.rgbMode
= GL_TRUE
; /* assume this */
503 #if 0 /* this _might_ be needed */
504 if (fb
->_Status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
505 /* leave visual fields zero'd */
510 /* find first RGB renderbuffer */
511 for (i
= 0; i
< BUFFER_COUNT
; i
++) {
512 if (fb
->Attachment
[i
].Renderbuffer
) {
513 const struct gl_renderbuffer
*rb
= fb
->Attachment
[i
].Renderbuffer
;
514 const GLenum baseFormat
= _mesa_get_format_base_format(rb
->Format
);
515 const gl_format fmt
= rb
->Format
;
517 if (_mesa_is_legal_color_format(ctx
, baseFormat
)) {
518 fb
->Visual
.redBits
= _mesa_get_format_bits(fmt
, GL_RED_BITS
);
519 fb
->Visual
.greenBits
= _mesa_get_format_bits(fmt
, GL_GREEN_BITS
);
520 fb
->Visual
.blueBits
= _mesa_get_format_bits(fmt
, GL_BLUE_BITS
);
521 fb
->Visual
.alphaBits
= _mesa_get_format_bits(fmt
, GL_ALPHA_BITS
);
522 fb
->Visual
.rgbBits
= fb
->Visual
.redBits
523 + fb
->Visual
.greenBits
+ fb
->Visual
.blueBits
;
524 fb
->Visual
.samples
= rb
->NumSamples
;
525 fb
->Visual
.sampleBuffers
= rb
->NumSamples
> 0 ? 1 : 0;
531 fb
->Visual
.floatMode
= GL_FALSE
;
532 for (i
= 0; i
< BUFFER_COUNT
; i
++) {
533 if (fb
->Attachment
[i
].Renderbuffer
) {
534 const struct gl_renderbuffer
*rb
= fb
->Attachment
[i
].Renderbuffer
;
535 const gl_format fmt
= rb
->Format
;
537 if (_mesa_get_format_datatype(fmt
) == GL_FLOAT
) {
538 fb
->Visual
.floatMode
= GL_TRUE
;
544 if (fb
->Attachment
[BUFFER_DEPTH
].Renderbuffer
) {
545 const struct gl_renderbuffer
*rb
=
546 fb
->Attachment
[BUFFER_DEPTH
].Renderbuffer
;
547 const gl_format fmt
= rb
->Format
;
548 fb
->Visual
.haveDepthBuffer
= GL_TRUE
;
549 fb
->Visual
.depthBits
= _mesa_get_format_bits(fmt
, GL_DEPTH_BITS
);
552 if (fb
->Attachment
[BUFFER_STENCIL
].Renderbuffer
) {
553 const struct gl_renderbuffer
*rb
=
554 fb
->Attachment
[BUFFER_STENCIL
].Renderbuffer
;
555 const gl_format fmt
= rb
->Format
;
556 fb
->Visual
.haveStencilBuffer
= GL_TRUE
;
557 fb
->Visual
.stencilBits
= _mesa_get_format_bits(fmt
, GL_STENCIL_BITS
);
560 if (fb
->Attachment
[BUFFER_ACCUM
].Renderbuffer
) {
561 const struct gl_renderbuffer
*rb
=
562 fb
->Attachment
[BUFFER_ACCUM
].Renderbuffer
;
563 const gl_format fmt
= rb
->Format
;
564 fb
->Visual
.haveAccumBuffer
= GL_TRUE
;
565 fb
->Visual
.accumRedBits
= _mesa_get_format_bits(fmt
, GL_RED_BITS
);
566 fb
->Visual
.accumGreenBits
= _mesa_get_format_bits(fmt
, GL_GREEN_BITS
);
567 fb
->Visual
.accumBlueBits
= _mesa_get_format_bits(fmt
, GL_BLUE_BITS
);
568 fb
->Visual
.accumAlphaBits
= _mesa_get_format_bits(fmt
, GL_ALPHA_BITS
);
571 compute_depth_max(fb
);
576 * Example DrawBuffers scenarios:
578 * 1. glDrawBuffer(GL_FRONT_AND_BACK), fixed-func or shader writes to
579 * "gl_FragColor" or program writes to the "result.color" register:
581 * fragment color output renderbuffer
582 * --------------------- ---------------
583 * color[0] Front, Back
586 * 2. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]), shader writes to
587 * gl_FragData[i] or program writes to result.color[i] registers:
589 * fragment color output renderbuffer
590 * --------------------- ---------------
596 * 3. glDrawBuffers(3, [GL_FRONT, GL_AUX0, GL_AUX1]) and shader writes to
597 * gl_FragColor, or fixed function:
599 * fragment color output renderbuffer
600 * --------------------- ---------------
601 * color[0] Front, Aux0, Aux1
604 * In either case, the list of renderbuffers is stored in the
605 * framebuffer->_ColorDrawBuffers[] array and
606 * framebuffer->_NumColorDrawBuffers indicates the number of buffers.
607 * The renderer (like swrast) has to look at the current fragment shader
608 * to see if it writes to gl_FragColor vs. gl_FragData[i] to determine
609 * how to map color outputs to renderbuffers.
611 * Note that these two calls are equivalent (for fixed function fragment
613 * a) glDrawBuffer(GL_FRONT_AND_BACK); (assuming non-stereo framebuffer)
614 * b) glDrawBuffers(2, [GL_FRONT_LEFT, GL_BACK_LEFT]);
621 * Update the (derived) list of color drawing renderbuffer pointers.
622 * Later, when we're rendering we'll loop from 0 to _NumColorDrawBuffers
626 update_color_draw_buffers(struct gl_context
*ctx
, struct gl_framebuffer
*fb
)
628 GLint buf
= fb
->_ColorDrawBufferIndex
;
630 fb
->_ColorDrawBuffer
= fb
->Attachment
[buf
].Renderbuffer
;
633 fb
->_ColorDrawBuffer
= NULL
;
639 * Update the (derived) color read renderbuffer pointer.
640 * Unlike the DrawBuffer, we can only read from one (or zero) color buffers.
643 update_color_read_buffer(struct gl_context
*ctx
, struct gl_framebuffer
*fb
)
646 if (fb
->_ColorReadBufferIndex
== -1 ||
650 fb
->_ColorReadBuffer
= NULL
; /* legal! */
653 ASSERT(fb
->_ColorReadBufferIndex
>= 0);
654 ASSERT(fb
->_ColorReadBufferIndex
< BUFFER_COUNT
);
656 = fb
->Attachment
[fb
->_ColorReadBufferIndex
].Renderbuffer
;
662 * Update a gl_framebuffer's derived state.
664 * Specifically, update these framebuffer fields:
666 * _NumColorDrawBuffers
669 * If the framebuffer is user-created, make sure it's complete.
671 * The following functions (at least) can effect framebuffer state:
672 * glReadBuffer, glDrawBuffer, glDrawBuffersARB, glFramebufferRenderbufferEXT,
673 * glRenderbufferStorageEXT.
676 update_framebuffer(struct gl_context
*ctx
, struct gl_framebuffer
*fb
)
679 /* This is a window-system framebuffer */
680 /* Need to update the FB's GL_DRAW_BUFFER state to match the
681 * context state (GL_READ_BUFFER too).
683 _mesa_drawbuffer(ctx
, ctx
->Color
.DrawBuffer
, 0);
686 /* This is a user-created framebuffer.
687 * Completeness only matters for user-created framebuffers.
689 if (fb
->_Status
!= GL_FRAMEBUFFER_COMPLETE
) {
690 _mesa_test_framebuffer_completeness(ctx
, fb
);
694 /* Strictly speaking, we don't need to update the draw-state
695 * if this FB is bound as ctx->ReadBuffer (and conversely, the
696 * read-state if this FB is bound as ctx->DrawBuffer), but no
699 update_color_draw_buffers(ctx
, fb
);
700 update_color_read_buffer(ctx
, fb
);
702 compute_depth_max(fb
);
707 * Update state related to the current draw/read framebuffers.
710 _mesa_update_framebuffer(struct gl_context
*ctx
)
712 struct gl_framebuffer
*drawFb
;
713 struct gl_framebuffer
*readFb
;
716 drawFb
= ctx
->DrawBuffer
;
717 readFb
= ctx
->ReadBuffer
;
719 update_framebuffer(ctx
, drawFb
);
720 if (readFb
!= drawFb
)
721 update_framebuffer(ctx
, readFb
);
726 * Check if the renderbuffer for a read/draw operation exists.
727 * \param format a basic image format such as GL_RGB, GL_RGBA, GL_ALPHA,
728 * GL_DEPTH_COMPONENT, etc. or GL_COLOR, GL_DEPTH, GL_STENCIL.
729 * \param reading if TRUE, we're going to read from the buffer,
730 if FALSE, we're going to write to the buffer.
731 * \return GL_TRUE if buffer exists, GL_FALSE otherwise
734 renderbuffer_exists(struct gl_context
*ctx
,
735 struct gl_framebuffer
*fb
,
739 const struct gl_renderbuffer_attachment
*att
= fb
->Attachment
;
741 /* If we don't know the framebuffer status, update it now */
742 if (fb
->_Status
== 0) {
743 _mesa_test_framebuffer_completeness(ctx
, fb
);
746 if (fb
->_Status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) {
757 case GL_LUMINANCE_ALPHA
:
765 case GL_RED_INTEGER_EXT
:
767 case GL_GREEN_INTEGER_EXT
:
768 case GL_BLUE_INTEGER_EXT
:
769 case GL_ALPHA_INTEGER_EXT
:
770 case GL_RGB_INTEGER_EXT
:
771 case GL_RGBA_INTEGER_EXT
:
772 case GL_BGR_INTEGER_EXT
:
773 case GL_BGRA_INTEGER_EXT
:
774 case GL_LUMINANCE_INTEGER_EXT
:
775 case GL_LUMINANCE_ALPHA_INTEGER_EXT
:
777 /* about to read from a color buffer */
778 const struct gl_renderbuffer
*readBuf
= fb
->_ColorReadBuffer
;
782 ASSERT(_mesa_get_format_bits(readBuf
->Format
, GL_RED_BITS
) > 0 ||
783 _mesa_get_format_bits(readBuf
->Format
, GL_ALPHA_BITS
) > 0 ||
784 _mesa_get_format_bits(readBuf
->Format
, GL_TEXTURE_LUMINANCE_SIZE
) > 0 ||
785 _mesa_get_format_bits(readBuf
->Format
, GL_TEXTURE_INTENSITY_SIZE
) > 0 ||
786 _mesa_get_format_bits(readBuf
->Format
, GL_INDEX_BITS
) > 0);
789 /* about to draw to zero or more color buffers (none is OK) */
794 case GL_DEPTH_COMPONENT
:
795 if (att
[BUFFER_DEPTH
].Type
== GL_NONE
) {
800 case GL_STENCIL_INDEX
:
801 if (att
[BUFFER_STENCIL
].Type
== GL_NONE
) {
807 "Unexpected format 0x%x in renderbuffer_exists",
818 * Check if the renderbuffer for a read operation (glReadPixels, glCopyPixels,
819 * glCopyTex[Sub]Image, etc) exists.
820 * \param format a basic image format such as GL_RGB, GL_RGBA, GL_ALPHA,
821 * GL_DEPTH_COMPONENT, etc. or GL_COLOR, GL_DEPTH, GL_STENCIL.
822 * \return GL_TRUE if buffer exists, GL_FALSE otherwise
825 _mesa_source_buffer_exists(struct gl_context
*ctx
, GLenum format
)
827 return renderbuffer_exists(ctx
, ctx
->ReadBuffer
, format
, GL_TRUE
);
832 * As above, but for drawing operations.
833 * XXX could do some code merging w/ above function.
836 _mesa_dest_buffer_exists(struct gl_context
*ctx
, GLenum format
)
838 return renderbuffer_exists(ctx
, ctx
->DrawBuffer
, format
, GL_FALSE
);
843 * Used to answer the GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES query.
846 _mesa_get_color_read_format(struct gl_context
*ctx
)
848 switch (ctx
->ReadBuffer
->_ColorReadBuffer
->Format
) {
849 case MESA_FORMAT_ARGB8888
:
851 case MESA_FORMAT_RGB565
:
860 * Used to answer the GL_IMPLEMENTATION_COLOR_READ_TYPE_OES query.
863 _mesa_get_color_read_type(struct gl_context
*ctx
)
865 switch (ctx
->ReadBuffer
->_ColorReadBuffer
->Format
) {
866 case MESA_FORMAT_ARGB8888
:
867 return GL_UNSIGNED_BYTE
;
868 case MESA_FORMAT_RGB565
:
869 return GL_UNSIGNED_SHORT_5_6_5_REV
;
871 return GL_UNSIGNED_BYTE
;
877 * Print framebuffer info to stderr, for debugging.
880 _mesa_print_framebuffer(const struct gl_framebuffer
*fb
)
884 fprintf(stderr
, "Mesa Framebuffer %u at %p\n", fb
->Name
, (void *) fb
);
885 fprintf(stderr
, " Size: %u x %u Status: %s\n", fb
->Width
, fb
->Height
,
886 _mesa_lookup_enum_by_nr(fb
->_Status
));
887 fprintf(stderr
, " Attachments:\n");
889 for (i
= 0; i
< BUFFER_COUNT
; i
++) {
890 const struct gl_renderbuffer_attachment
*att
= &fb
->Attachment
[i
];
891 if (att
->Type
== GL_TEXTURE
) {
892 const struct gl_texture_image
*texImage
=
893 _mesa_get_attachment_teximage_const(att
);
895 " %2d: Texture %u, level %u, face %u, slice %u, complete %d\n",
896 i
, att
->Texture
->Name
, att
->TextureLevel
, att
->CubeMapFace
,
897 att
->Zoffset
, att
->Complete
);
898 fprintf(stderr
, " Size: %u x %u x %u Format %s\n",
899 texImage
->Width
, texImage
->Height
, texImage
->Depth
,
900 _mesa_get_format_name(texImage
->TexFormat
));
902 else if (att
->Type
== GL_RENDERBUFFER
) {
903 fprintf(stderr
, " %2d: Renderbuffer %u, complete %d\n",
904 i
, att
->Renderbuffer
->Name
, att
->Complete
);
905 fprintf(stderr
, " Size: %u x %u Format %s\n",
906 att
->Renderbuffer
->Width
, att
->Renderbuffer
->Height
,
907 _mesa_get_format_name(att
->Renderbuffer
->Format
));
910 fprintf(stderr
, " %2d: none\n", i
);