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/**************************************************************************
*
* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
**************************************************************************/
/**
* Framebuffer/renderbuffer functions.
*
* \author Brian Paul
*/
#include "main/imports.h"
#include "main/context.h"
#include "main/fbobject.h"
#include "main/framebuffer.h"
#include "main/renderbuffer.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "pipe/p_screen.h"
#include "st_context.h"
#include "st_cb_fbo.h"
#include "st_cb_texture.h"
#include "st_format.h"
#include "st_public.h"
#include "st_texture.h"
#include "util/u_rect.h"
/**
* Compute the renderbuffer's Red/Green/EtcBit fields from the pipe format.
*/
static int
init_renderbuffer_bits(struct st_renderbuffer *strb,
enum pipe_format pipeFormat)
{
struct pipe_format_info info;
if (!st_get_format_info( pipeFormat, &info )) {
assert( 0 );
}
strb->Base.Format = info.mesa_format;
strb->Base.DataType = st_format_datatype(pipeFormat);
return info.size;
}
/**
* gl_renderbuffer::AllocStorage()
* This is called to allocate the original drawing surface, and
* during window resize.
*/
static GLboolean
st_renderbuffer_alloc_storage(GLcontext * ctx, struct gl_renderbuffer *rb,
GLenum internalFormat,
GLuint width, GLuint height)
{
struct pipe_context *pipe = ctx->st->pipe;
struct st_renderbuffer *strb = st_renderbuffer(rb);
enum pipe_format format;
if (strb->format != PIPE_FORMAT_NONE)
format = strb->format;
else
format = st_choose_renderbuffer_format(pipe->screen, internalFormat);
/* init renderbuffer fields */
strb->Base.Width = width;
strb->Base.Height = height;
init_renderbuffer_bits(strb, format);
strb->defined = GL_FALSE; /* undefined contents now */
if(strb->software) {
struct pipe_format_block block;
size_t size;
_mesa_free(strb->data);
assert(strb->format != PIPE_FORMAT_NONE);
pf_get_block(strb->format, &block);
strb->stride = pf_get_stride(&block, width);
size = pf_get_2d_size(&block, strb->stride, height);
strb->data = _mesa_malloc(size);
return strb->data != NULL;
}
else {
struct pipe_texture template;
unsigned surface_usage;
/* Free the old surface and texture
*/
pipe_surface_reference( &strb->surface, NULL );
pipe_texture_reference( &strb->texture, NULL );
/* Setup new texture template.
*/
memset(&template, 0, sizeof(template));
template.target = PIPE_TEXTURE_2D;
template.format = format;
pf_get_block(format, &template.block);
template.width[0] = width;
template.height[0] = height;
template.depth[0] = 1;
template.last_level = 0;
template.nr_samples = rb->NumSamples;
if (pf_is_depth_stencil(format)) {
template.tex_usage = PIPE_TEXTURE_USAGE_DEPTH_STENCIL;
}
else {
template.tex_usage = (PIPE_TEXTURE_USAGE_DISPLAY_TARGET |
PIPE_TEXTURE_USAGE_RENDER_TARGET);
}
/* Probably need dedicated flags for surface usage too:
*/
surface_usage = (PIPE_BUFFER_USAGE_GPU_READ |
PIPE_BUFFER_USAGE_GPU_WRITE);
#if 0
PIPE_BUFFER_USAGE_CPU_READ |
PIPE_BUFFER_USAGE_CPU_WRITE);
#endif
strb->texture = pipe->screen->texture_create( pipe->screen,
&template );
if (!strb->texture)
return FALSE;
strb->surface = pipe->screen->get_tex_surface( pipe->screen,
strb->texture,
0, 0, 0,
surface_usage );
if (strb->surface) {
assert(strb->surface->texture);
assert(strb->surface->format);
assert(strb->surface->width == width);
assert(strb->surface->height == height);
}
return strb->surface != NULL;
}
}
/**
* gl_renderbuffer::Delete()
*/
static void
st_renderbuffer_delete(struct gl_renderbuffer *rb)
{
struct st_renderbuffer *strb = st_renderbuffer(rb);
ASSERT(strb);
pipe_surface_reference(&strb->surface, NULL);
pipe_texture_reference(&strb->texture, NULL);
_mesa_free(strb->data);
_mesa_free(strb);
}
/**
* gl_renderbuffer::GetPointer()
*/
static void *
null_get_pointer(GLcontext * ctx, struct gl_renderbuffer *rb,
GLint x, GLint y)
{
/* By returning NULL we force all software rendering to go through
* the span routines.
*/
#if 0
assert(0); /* Should never get called with softpipe */
#endif
return NULL;
}
/**
* Called via ctx->Driver.NewFramebuffer()
*/
static struct gl_framebuffer *
st_new_framebuffer(GLcontext *ctx, GLuint name)
{
/* XXX not sure we need to subclass gl_framebuffer for pipe */
return _mesa_new_framebuffer(ctx, name);
}
/**
* Called via ctx->Driver.NewRenderbuffer()
*/
static struct gl_renderbuffer *
st_new_renderbuffer(GLcontext *ctx, GLuint name)
{
struct st_renderbuffer *strb = ST_CALLOC_STRUCT(st_renderbuffer);
if (strb) {
_mesa_init_renderbuffer(&strb->Base, name);
strb->Base.Delete = st_renderbuffer_delete;
strb->Base.AllocStorage = st_renderbuffer_alloc_storage;
strb->Base.GetPointer = null_get_pointer;
strb->format = PIPE_FORMAT_NONE;
return &strb->Base;
}
return NULL;
}
/**
* Allocate a renderbuffer for a an on-screen window (not a user-created
* renderbuffer). The window system code determines the format.
*/
struct gl_renderbuffer *
st_new_renderbuffer_fb(enum pipe_format format, int samples, boolean sw)
{
struct st_renderbuffer *strb;
strb = ST_CALLOC_STRUCT(st_renderbuffer);
if (!strb) {
_mesa_error(NULL, GL_OUT_OF_MEMORY, "creating renderbuffer");
return NULL;
}
_mesa_init_renderbuffer(&strb->Base, 0);
strb->Base.ClassID = 0x4242; /* just a unique value */
strb->Base.NumSamples = samples;
strb->format = format;
init_renderbuffer_bits(strb, format);
strb->software = sw;
switch (format) {
case PIPE_FORMAT_A8R8G8B8_UNORM:
case PIPE_FORMAT_B8G8R8A8_UNORM:
case PIPE_FORMAT_X8R8G8B8_UNORM:
case PIPE_FORMAT_B8G8R8X8_UNORM:
case PIPE_FORMAT_A1R5G5B5_UNORM:
case PIPE_FORMAT_A4R4G4B4_UNORM:
case PIPE_FORMAT_R5G6B5_UNORM:
strb->Base.InternalFormat = GL_RGBA;
break;
case PIPE_FORMAT_Z16_UNORM:
strb->Base.InternalFormat = GL_DEPTH_COMPONENT16;
break;
case PIPE_FORMAT_Z32_UNORM:
strb->Base.InternalFormat = GL_DEPTH_COMPONENT32;
break;
case PIPE_FORMAT_S8Z24_UNORM:
case PIPE_FORMAT_Z24S8_UNORM:
case PIPE_FORMAT_X8Z24_UNORM:
case PIPE_FORMAT_Z24X8_UNORM:
strb->Base.InternalFormat = GL_DEPTH24_STENCIL8_EXT;
break;
case PIPE_FORMAT_S8_UNORM:
strb->Base.InternalFormat = GL_STENCIL_INDEX8_EXT;
break;
case PIPE_FORMAT_R16G16B16A16_SNORM:
strb->Base.InternalFormat = GL_RGBA16;
break;
default:
_mesa_problem(NULL,
"Unexpected format in st_new_renderbuffer_fb");
_mesa_free(strb);
return NULL;
}
/* st-specific methods */
strb->Base.Delete = st_renderbuffer_delete;
strb->Base.AllocStorage = st_renderbuffer_alloc_storage;
strb->Base.GetPointer = null_get_pointer;
/* surface is allocated in st_renderbuffer_alloc_storage() */
strb->surface = NULL;
return &strb->Base;
}
/**
* Called via ctx->Driver.BindFramebufferEXT().
*/
static void
st_bind_framebuffer(GLcontext *ctx, GLenum target,
struct gl_framebuffer *fb, struct gl_framebuffer *fbread)
{
}
/**
* Called by ctx->Driver.FramebufferRenderbuffer
*/
static void
st_framebuffer_renderbuffer(GLcontext *ctx,
struct gl_framebuffer *fb,
GLenum attachment,
struct gl_renderbuffer *rb)
{
/* XXX no need for derivation? */
_mesa_framebuffer_renderbuffer(ctx, fb, attachment, rb);
}
/**
* Called by ctx->Driver.RenderTexture
*/
static void
st_render_texture(GLcontext *ctx,
struct gl_framebuffer *fb,
struct gl_renderbuffer_attachment *att)
{
struct pipe_screen *screen = ctx->st->pipe->screen;
struct st_renderbuffer *strb;
struct gl_renderbuffer *rb;
struct pipe_texture *pt = st_get_texobj_texture(att->Texture);
struct st_texture_object *stObj;
const struct gl_texture_image *texImage =
att->Texture->Image[att->CubeMapFace][att->TextureLevel];
if (!pt)
return;
/* create new renderbuffer which wraps the texture image */
rb = st_new_renderbuffer(ctx, 0);
if (!rb) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glFramebufferTexture()");
return;
}
_mesa_reference_renderbuffer(&att->Renderbuffer, rb);
assert(rb->RefCount == 1);
rb->AllocStorage = NULL; /* should not get called */
strb = st_renderbuffer(rb);
assert(strb->Base.RefCount > 0);
/* get the texture for the texture object */
stObj = st_texture_object(att->Texture);
/* point renderbuffer at texobject */
strb->rtt = stObj;
strb->rtt_level = att->TextureLevel;
strb->rtt_face = att->CubeMapFace;
strb->rtt_slice = att->Zoffset;
rb->Width = texImage->Width2;
rb->Height = texImage->Height2;
rb->_BaseFormat = texImage->_BaseFormat;
/*printf("***** render to texture level %d: %d x %d\n", att->TextureLevel, rb->Width, rb->Height);*/
/*printf("***** pipe texture %d x %d\n", pt->width[0], pt->height[0]);*/
pipe_texture_reference( &strb->texture, pt );
pipe_surface_reference(&strb->surface, NULL);
/* new surface for rendering into the texture */
strb->surface = screen->get_tex_surface(screen,
strb->texture,
strb->rtt_face,
strb->rtt_level,
strb->rtt_slice,
PIPE_BUFFER_USAGE_GPU_READ |
PIPE_BUFFER_USAGE_GPU_WRITE);
init_renderbuffer_bits(strb, pt->format);
/*
printf("RENDER TO TEXTURE obj=%p pt=%p surf=%p %d x %d\n",
att->Texture, pt, strb->surface, rb->Width, rb->Height);
*/
/* Invalidate buffer state so that the pipe's framebuffer state
* gets updated.
* That's where the new renderbuffer (which we just created) gets
* passed to the pipe as a (color/depth) render target.
*/
st_invalidate_state(ctx, _NEW_BUFFERS);
}
/**
* Called via ctx->Driver.FinishRenderTexture.
*/
static void
st_finish_render_texture(GLcontext *ctx,
struct gl_renderbuffer_attachment *att)
{
struct st_renderbuffer *strb = st_renderbuffer(att->Renderbuffer);
if (!strb)
return;
st_flush( ctx->st, PIPE_FLUSH_RENDER_CACHE, NULL );
if (strb->surface)
pipe_surface_reference( &strb->surface, NULL );
strb->rtt = NULL;
/*
printf("FINISH RENDER TO TEXTURE surf=%p\n", strb->surface);
*/
_mesa_reference_renderbuffer(&att->Renderbuffer, NULL);
/* restore previous framebuffer state */
st_invalidate_state(ctx, _NEW_BUFFERS);
}
/**
* Validate a renderbuffer attachment for a particular usage.
*/
static GLboolean
st_validate_attachment(struct pipe_screen *screen,
const struct gl_renderbuffer_attachment *att,
GLuint usage)
{
const struct st_texture_object *stObj =
st_texture_object(att->Texture);
/**
* Only validate texture attachments for now, since
* st_renderbuffer_alloc_storage makes sure that
* the format is supported.
*/
if (att->Type != GL_TEXTURE)
return GL_TRUE;
if (!stObj)
return GL_FALSE;
return screen->is_format_supported(screen, stObj->pt->format,
PIPE_TEXTURE_2D,
usage, 0);
}
/**
* Check that the framebuffer configuration is valid in terms of what
* the driver can support.
*
* For Gallium we only supports combined Z+stencil, not separate buffers.
*/
static void
st_validate_framebuffer(GLcontext *ctx, struct gl_framebuffer *fb)
{
struct pipe_screen *screen = ctx->st->pipe->screen;
const struct gl_renderbuffer *depthRb =
fb->Attachment[BUFFER_DEPTH].Renderbuffer;
const struct gl_renderbuffer *stencilRb =
fb->Attachment[BUFFER_STENCIL].Renderbuffer;
GLuint i;
if (stencilRb && depthRb && stencilRb != depthRb) {
fb->_Status = GL_FRAMEBUFFER_UNSUPPORTED_EXT;
return;
}
if (!st_validate_attachment(screen,
&fb->Attachment[BUFFER_DEPTH],
PIPE_TEXTURE_USAGE_DEPTH_STENCIL)) {
fb->_Status = GL_FRAMEBUFFER_UNSUPPORTED_EXT;
return;
}
if (!st_validate_attachment(screen,
&fb->Attachment[BUFFER_STENCIL],
PIPE_TEXTURE_USAGE_DEPTH_STENCIL)) {
fb->_Status = GL_FRAMEBUFFER_UNSUPPORTED_EXT;
return;
}
for (i = 0; i < ctx->Const.MaxColorAttachments; i++) {
if (!st_validate_attachment(screen,
&fb->Attachment[BUFFER_COLOR0 + i],
PIPE_TEXTURE_USAGE_RENDER_TARGET)) {
fb->_Status = GL_FRAMEBUFFER_UNSUPPORTED_EXT;
return;
}
}
}
/**
* Copy back color buffer to front color buffer.
*/
static void
copy_back_to_front(struct st_context *st,
struct gl_framebuffer *fb,
gl_buffer_index frontIndex,
gl_buffer_index backIndex)
{
struct st_framebuffer *stfb = (struct st_framebuffer *) fb;
struct pipe_surface *surf_front, *surf_back;
(void) st_get_framebuffer_surface(stfb, frontIndex, &surf_front);
(void) st_get_framebuffer_surface(stfb, backIndex, &surf_back);
if (surf_front && surf_back) {
if (st->pipe->surface_copy) {
st->pipe->surface_copy(st->pipe,
surf_front, 0, 0, /* dest */
surf_back, 0, 0, /* src */
fb->Width, fb->Height);
} else {
util_surface_copy(st->pipe, FALSE,
surf_front, 0, 0,
surf_back, 0, 0,
fb->Width, fb->Height);
}
}
}
/**
* Check if we're drawing into, or read from, a front color buffer. If the
* front buffer is missing, create it now.
*
* The back color buffer must exist since we'll use its format/samples info
* for creating the front buffer.
*
* \param frontIndex either BUFFER_FRONT_LEFT or BUFFER_FRONT_RIGHT
* \param backIndex either BUFFER_BACK_LEFT or BUFFER_BACK_RIGHT
*/
static void
check_create_front_buffer(GLcontext *ctx, struct gl_framebuffer *fb,
gl_buffer_index frontIndex,
gl_buffer_index backIndex)
{
if (fb->Attachment[frontIndex].Renderbuffer == NULL) {
GLboolean create = GL_FALSE;
/* check if drawing to or reading from front buffer */
if (fb->_ColorReadBufferIndex == frontIndex) {
create = GL_TRUE;
}
else {
GLuint b;
for (b = 0; b < fb->_NumColorDrawBuffers; b++) {
if (fb->_ColorDrawBufferIndexes[b] == frontIndex) {
create = GL_TRUE;
break;
}
}
}
if (create) {
struct st_renderbuffer *back;
struct gl_renderbuffer *front;
enum pipe_format colorFormat;
uint samples;
if (0)
_mesa_debug(ctx, "Allocate new front buffer\n");
/* get back renderbuffer info */
back = st_renderbuffer(fb->Attachment[backIndex].Renderbuffer);
colorFormat = back->format;
samples = back->Base.NumSamples;
/* create front renderbuffer */
front = st_new_renderbuffer_fb(colorFormat, samples, FALSE);
_mesa_add_renderbuffer(fb, frontIndex, front);
/* alloc texture/surface for new front buffer */
front->AllocStorage(ctx, front, front->InternalFormat,
fb->Width, fb->Height);
/* initialize the front color buffer contents by copying
* the back buffer.
*/
copy_back_to_front(ctx->st, fb, frontIndex, backIndex);
}
}
}
/**
* If front left/right color buffers are missing, create them now.
*/
static void
check_create_front_buffers(GLcontext *ctx, struct gl_framebuffer *fb)
{
/* check if we need to create the front left buffer now */
check_create_front_buffer(ctx, fb, BUFFER_FRONT_LEFT, BUFFER_BACK_LEFT);
if (fb->Visual.stereoMode) {
check_create_front_buffer(ctx, fb, BUFFER_FRONT_RIGHT, BUFFER_BACK_RIGHT);
}
st_invalidate_state(ctx, _NEW_BUFFERS);
}
/**
* Called via glDrawBuffer.
*/
static void
st_DrawBuffers(GLcontext *ctx, GLsizei count, const GLenum *buffers)
{
(void) count;
(void) buffers;
check_create_front_buffers(ctx, ctx->DrawBuffer);
}
/**
* Called via glReadBuffer.
*/
static void
st_ReadBuffer(GLcontext *ctx, GLenum buffer)
{
(void) buffer;
check_create_front_buffers(ctx, ctx->ReadBuffer);
}
void st_init_fbo_functions(struct dd_function_table *functions)
{
functions->NewFramebuffer = st_new_framebuffer;
functions->NewRenderbuffer = st_new_renderbuffer;
functions->BindFramebuffer = st_bind_framebuffer;
functions->FramebufferRenderbuffer = st_framebuffer_renderbuffer;
functions->RenderTexture = st_render_texture;
functions->FinishRenderTexture = st_finish_render_texture;
functions->ValidateFramebuffer = st_validate_framebuffer;
/* no longer needed by core Mesa, drivers handle resizes...
functions->ResizeBuffers = st_resize_buffers;
*/
functions->DrawBuffers = st_DrawBuffers;
functions->ReadBuffer = st_ReadBuffer;
}