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/*
* Mesa 3-D graphics library
* Version: 6.5
*
* Copyright (C) 1999-2006 Brian Paul 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, sublicense,
* 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 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 NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL 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.
*/
/**
* Functions for allocating/managing software-based renderbuffers.
* Also, routines for reading/writing software-based renderbuffer data as
* ubytes, ushorts, uints, etc.
*/
#include "main/glheader.h"
#include "main/imports.h"
#include "main/context.h"
#include "main/fbobject.h"
#include "main/formats.h"
#include "main/mtypes.h"
#include "main/renderbuffer.h"
#include "swrast/s_context.h"
#include "swrast/s_renderbuffer.h"
/**
* This is a software fallback for the gl_renderbuffer->AllocStorage
* function.
* Device drivers will typically override this function for the buffers
* which it manages (typically color buffers, Z and stencil).
* Other buffers (like software accumulation and aux buffers) which the driver
* doesn't manage can be handled with this function.
*
* This one multi-purpose function can allocate stencil, depth, accum, color
* or color-index buffers!
*/
static GLboolean
soft_renderbuffer_storage(struct gl_context *ctx, struct gl_renderbuffer *rb,
GLenum internalFormat,
GLuint width, GLuint height)
{
struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
GLuint bpp;
switch (internalFormat) {
case GL_RGB:
case GL_R3_G3_B2:
case GL_RGB4:
case GL_RGB5:
case GL_RGB8:
case GL_RGB10:
case GL_RGB12:
case GL_RGB16:
rb->Format = MESA_FORMAT_RGB888;
break;
case GL_RGBA:
case GL_RGBA2:
case GL_RGBA4:
case GL_RGB5_A1:
case GL_RGBA8:
#if 1
case GL_RGB10_A2:
case GL_RGBA12:
#endif
if (_mesa_little_endian())
rb->Format = MESA_FORMAT_RGBA8888_REV;
else
rb->Format = MESA_FORMAT_RGBA8888;
break;
case GL_RGBA16:
case GL_RGBA16_SNORM:
/* for accum buffer */
rb->Format = MESA_FORMAT_SIGNED_RGBA_16;
break;
case GL_STENCIL_INDEX:
case GL_STENCIL_INDEX1_EXT:
case GL_STENCIL_INDEX4_EXT:
case GL_STENCIL_INDEX8_EXT:
case GL_STENCIL_INDEX16_EXT:
rb->Format = MESA_FORMAT_S8;
break;
case GL_DEPTH_COMPONENT:
case GL_DEPTH_COMPONENT16:
rb->Format = MESA_FORMAT_Z16;
break;
case GL_DEPTH_COMPONENT24:
rb->Format = MESA_FORMAT_X8_Z24;
break;
case GL_DEPTH_COMPONENT32:
rb->Format = MESA_FORMAT_Z32;
break;
case GL_DEPTH_STENCIL_EXT:
case GL_DEPTH24_STENCIL8_EXT:
rb->Format = MESA_FORMAT_Z24_S8;
break;
default:
/* unsupported format */
return GL_FALSE;
}
bpp = _mesa_get_format_bytes(rb->Format);
/* free old buffer storage */
if (srb->Buffer) {
free(srb->Buffer);
srb->Buffer = NULL;
}
srb->RowStride = width * bpp;
if (width > 0 && height > 0) {
/* allocate new buffer storage */
srb->Buffer = malloc(srb->RowStride * height);
if (srb->Buffer == NULL) {
rb->Width = 0;
rb->Height = 0;
_mesa_error(ctx, GL_OUT_OF_MEMORY,
"software renderbuffer allocation (%d x %d x %d)",
width, height, bpp);
return GL_FALSE;
}
}
rb->Width = width;
rb->Height = height;
rb->_BaseFormat = _mesa_base_fbo_format(ctx, internalFormat);
if (rb->Name == 0 &&
internalFormat == GL_RGBA16_SNORM &&
rb->_BaseFormat == 0) {
/* NOTE: This is a special case just for accumulation buffers.
* This is a very limited use case- there's no snorm texturing or
* rendering going on.
*/
rb->_BaseFormat = GL_RGBA;
}
else {
/* the internalFormat should have been error checked long ago */
ASSERT(rb->_BaseFormat);
}
return GL_TRUE;
}
/**
* Called via gl_renderbuffer::Delete()
*/
static void
soft_renderbuffer_delete(struct gl_context *ctx, struct gl_renderbuffer *rb)
{
struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
free(srb->Buffer);
srb->Buffer = NULL;
_mesa_delete_renderbuffer(ctx, rb);
}
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)
{
struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
GLubyte *map = srb->Buffer;
int cpp = _mesa_get_format_bytes(rb->Format);
int stride = rb->Width * cpp;
if (!map) {
*out_map = NULL;
*out_stride = 0;
}
map += y * stride;
map += x * cpp;
*out_map = map;
*out_stride = stride;
}
void
_swrast_unmap_soft_renderbuffer(struct gl_context *ctx,
struct gl_renderbuffer *rb)
{
}
/**
* Allocate a software-based renderbuffer. This is called via the
* ctx->Driver.NewRenderbuffer() function when the user creates a new
* renderbuffer.
* This would not be used for hardware-based renderbuffers.
*/
struct gl_renderbuffer *
_swrast_new_soft_renderbuffer(struct gl_context *ctx, GLuint name)
{
struct swrast_renderbuffer *srb = CALLOC_STRUCT(swrast_renderbuffer);
if (srb) {
_mesa_init_renderbuffer(&srb->Base, name);
srb->Base.AllocStorage = soft_renderbuffer_storage;
srb->Base.Delete = soft_renderbuffer_delete;
}
return &srb->Base;
}
/**
* Add software-based color renderbuffers to the given framebuffer.
* This is a helper routine for device drivers when creating a
* window system framebuffer (not a user-created render/framebuffer).
* Once this function is called, you can basically forget about this
* renderbuffer; core Mesa will handle all the buffer management and
* rendering!
*/
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)
{
gl_buffer_index b;
if (rgbBits > 16 || alphaBits > 16) {
_mesa_problem(ctx,
"Unsupported bit depth in add_color_renderbuffers");
return GL_FALSE;
}
assert(MAX_COLOR_ATTACHMENTS >= 4);
for (b = BUFFER_FRONT_LEFT; b <= BUFFER_BACK_RIGHT; b++) {
struct gl_renderbuffer *rb;
if (b == BUFFER_FRONT_LEFT && !frontLeft)
continue;
else if (b == BUFFER_BACK_LEFT && !backLeft)
continue;
else if (b == BUFFER_FRONT_RIGHT && !frontRight)
continue;
else if (b == BUFFER_BACK_RIGHT && !backRight)
continue;
assert(fb->Attachment[b].Renderbuffer == NULL);
rb = ctx->Driver.NewRenderbuffer(ctx, 0);
if (!rb) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating color buffer");
return GL_FALSE;
}
rb->InternalFormat = GL_RGBA;
rb->AllocStorage = soft_renderbuffer_storage;
_mesa_add_renderbuffer(fb, b, rb);
}
return GL_TRUE;
}
/**
* Add a software-based depth renderbuffer to the given framebuffer.
* This is a helper routine for device drivers when creating a
* window system framebuffer (not a user-created render/framebuffer).
* Once this function is called, you can basically forget about this
* renderbuffer; core Mesa will handle all the buffer management and
* rendering!
*/
static GLboolean
add_depth_renderbuffer(struct gl_context *ctx, struct gl_framebuffer *fb,
GLuint depthBits)
{
struct gl_renderbuffer *rb;
if (depthBits > 32) {
_mesa_problem(ctx,
"Unsupported depthBits in add_depth_renderbuffer");
return GL_FALSE;
}
assert(fb->Attachment[BUFFER_DEPTH].Renderbuffer == NULL);
rb = _swrast_new_soft_renderbuffer(ctx, 0);
if (!rb) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating depth buffer");
return GL_FALSE;
}
if (depthBits <= 16) {
rb->InternalFormat = GL_DEPTH_COMPONENT16;
}
else if (depthBits <= 24) {
rb->InternalFormat = GL_DEPTH_COMPONENT24;
}
else {
rb->InternalFormat = GL_DEPTH_COMPONENT32;
}
rb->AllocStorage = soft_renderbuffer_storage;
_mesa_add_renderbuffer(fb, BUFFER_DEPTH, rb);
return GL_TRUE;
}
/**
* Add a software-based stencil renderbuffer to the given framebuffer.
* This is a helper routine for device drivers when creating a
* window system framebuffer (not a user-created render/framebuffer).
* Once this function is called, you can basically forget about this
* renderbuffer; core Mesa will handle all the buffer management and
* rendering!
*/
static GLboolean
add_stencil_renderbuffer(struct gl_context *ctx, struct gl_framebuffer *fb,
GLuint stencilBits)
{
struct gl_renderbuffer *rb;
if (stencilBits > 16) {
_mesa_problem(ctx,
"Unsupported stencilBits in add_stencil_renderbuffer");
return GL_FALSE;
}
assert(fb->Attachment[BUFFER_STENCIL].Renderbuffer == NULL);
rb = _swrast_new_soft_renderbuffer(ctx, 0);
if (!rb) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating stencil buffer");
return GL_FALSE;
}
assert(stencilBits <= 8);
rb->InternalFormat = GL_STENCIL_INDEX8;
rb->AllocStorage = soft_renderbuffer_storage;
_mesa_add_renderbuffer(fb, BUFFER_STENCIL, rb);
return GL_TRUE;
}
static GLboolean
add_depth_stencil_renderbuffer(struct gl_context *ctx,
struct gl_framebuffer *fb)
{
struct gl_renderbuffer *rb;
assert(fb->Attachment[BUFFER_DEPTH].Renderbuffer == NULL);
assert(fb->Attachment[BUFFER_STENCIL].Renderbuffer == NULL);
rb = _swrast_new_soft_renderbuffer(ctx, 0);
if (!rb) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating depth+stencil buffer");
return GL_FALSE;
}
rb->InternalFormat = GL_DEPTH_STENCIL;
rb->AllocStorage = soft_renderbuffer_storage;
_mesa_add_renderbuffer(fb, BUFFER_DEPTH, rb);
_mesa_add_renderbuffer(fb, BUFFER_STENCIL, rb);
return GL_TRUE;
}
/**
* Add a software-based accumulation renderbuffer to the given framebuffer.
* This is a helper routine for device drivers when creating a
* window system framebuffer (not a user-created render/framebuffer).
* Once this function is called, you can basically forget about this
* renderbuffer; core Mesa will handle all the buffer management and
* rendering!
*/
static GLboolean
add_accum_renderbuffer(struct gl_context *ctx, struct gl_framebuffer *fb,
GLuint redBits, GLuint greenBits,
GLuint blueBits, GLuint alphaBits)
{
struct gl_renderbuffer *rb;
if (redBits > 16 || greenBits > 16 || blueBits > 16 || alphaBits > 16) {
_mesa_problem(ctx,
"Unsupported accumBits in add_accum_renderbuffer");
return GL_FALSE;
}
assert(fb->Attachment[BUFFER_ACCUM].Renderbuffer == NULL);
rb = _swrast_new_soft_renderbuffer(ctx, 0);
if (!rb) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating accum buffer");
return GL_FALSE;
}
rb->InternalFormat = GL_RGBA16_SNORM;
rb->AllocStorage = soft_renderbuffer_storage;
_mesa_add_renderbuffer(fb, BUFFER_ACCUM, rb);
return GL_TRUE;
}
/**
* Add a software-based aux renderbuffer to the given framebuffer.
* This is a helper routine for device drivers when creating a
* window system framebuffer (not a user-created render/framebuffer).
* Once this function is called, you can basically forget about this
* renderbuffer; core Mesa will handle all the buffer management and
* rendering!
*
* NOTE: color-index aux buffers not supported.
*/
static GLboolean
add_aux_renderbuffers(struct gl_context *ctx, struct gl_framebuffer *fb,
GLuint colorBits, GLuint numBuffers)
{
GLuint i;
if (colorBits > 16) {
_mesa_problem(ctx,
"Unsupported colorBits in add_aux_renderbuffers");
return GL_FALSE;
}
assert(numBuffers <= MAX_AUX_BUFFERS);
for (i = 0; i < numBuffers; i++) {
struct gl_renderbuffer *rb = _swrast_new_soft_renderbuffer(ctx, 0);
assert(fb->Attachment[BUFFER_AUX0 + i].Renderbuffer == NULL);
if (!rb) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating aux buffer");
return GL_FALSE;
}
assert (colorBits <= 8);
rb->InternalFormat = GL_RGBA;
rb->AllocStorage = soft_renderbuffer_storage;
_mesa_add_renderbuffer(fb, BUFFER_AUX0 + i, rb);
}
return GL_TRUE;
}
/**
* Create/attach software-based renderbuffers to the given framebuffer.
* This is a helper routine for device drivers. Drivers can just as well
* call the individual _mesa_add_*_renderbuffer() routines directly.
*/
void
_swrast_add_soft_renderbuffers(struct gl_framebuffer *fb,
GLboolean color,
GLboolean depth,
GLboolean stencil,
GLboolean accum,
GLboolean alpha,
GLboolean aux)
{
GLboolean frontLeft = GL_TRUE;
GLboolean backLeft = fb->Visual.doubleBufferMode;
GLboolean frontRight = fb->Visual.stereoMode;
GLboolean backRight = fb->Visual.stereoMode && fb->Visual.doubleBufferMode;
if (color) {
assert(fb->Visual.redBits == fb->Visual.greenBits);
assert(fb->Visual.redBits == fb->Visual.blueBits);
add_color_renderbuffers(NULL, fb,
fb->Visual.redBits,
fb->Visual.alphaBits,
frontLeft, backLeft,
frontRight, backRight);
}
#if 0
/* This is pretty much for debugging purposes only since there's a perf
* hit for using combined depth/stencil in swrast.
*/
if (depth && fb->Visual.depthBits == 24 &&
stencil && fb->Visual.stencilBits == 8) {
/* use combined depth/stencil buffer */
add_depth_stencil_renderbuffer(NULL, fb);
}
else
#else
(void) add_depth_stencil_renderbuffer;
#endif
{
if (depth) {
assert(fb->Visual.depthBits > 0);
add_depth_renderbuffer(NULL, fb, fb->Visual.depthBits);
}
if (stencil) {
assert(fb->Visual.stencilBits > 0);
add_stencil_renderbuffer(NULL, fb, fb->Visual.stencilBits);
}
}
if (accum) {
assert(fb->Visual.accumRedBits > 0);
assert(fb->Visual.accumGreenBits > 0);
assert(fb->Visual.accumBlueBits > 0);
add_accum_renderbuffer(NULL, fb,
fb->Visual.accumRedBits,
fb->Visual.accumGreenBits,
fb->Visual.accumBlueBits,
fb->Visual.accumAlphaBits);
}
if (aux) {
assert(fb->Visual.numAuxBuffers > 0);
add_aux_renderbuffers(NULL, fb, fb->Visual.redBits,
fb->Visual.numAuxBuffers);
}
#if 0
if (multisample) {
/* maybe someday */
}
#endif
}
static void
map_attachment(struct gl_context *ctx,
struct gl_framebuffer *fb,
gl_buffer_index buffer)
{
struct gl_texture_object *texObj = fb->Attachment[buffer].Texture;
struct gl_renderbuffer *rb = fb->Attachment[buffer].Renderbuffer;
struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
if (texObj) {
/* map texture image (render to texture) */
const GLuint level = fb->Attachment[buffer].TextureLevel;
const GLuint face = fb->Attachment[buffer].CubeMapFace;
const GLuint slice = fb->Attachment[buffer].Zoffset;
struct gl_texture_image *texImage = texObj->Image[face][level];
if (texImage) {
ctx->Driver.MapTextureImage(ctx, texImage, slice,
0, 0, texImage->Width, texImage->Height,
GL_MAP_READ_BIT | GL_MAP_WRITE_BIT,
&srb->Map, &srb->RowStride);
}
}
else if (rb) {
/* Map ordinary renderbuffer */
ctx->Driver.MapRenderbuffer(ctx, rb,
0, 0, rb->Width, rb->Height,
GL_MAP_READ_BIT | GL_MAP_WRITE_BIT,
&srb->Map, &srb->RowStride);
}
assert(srb->Map);
}
static void
unmap_attachment(struct gl_context *ctx,
struct gl_framebuffer *fb,
gl_buffer_index buffer)
{
struct gl_texture_object *texObj = fb->Attachment[buffer].Texture;
struct gl_renderbuffer *rb = fb->Attachment[buffer].Renderbuffer;
struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
if (texObj) {
/* unmap texture image (render to texture) */
const GLuint level = fb->Attachment[buffer].TextureLevel;
const GLuint face = fb->Attachment[buffer].CubeMapFace;
const GLuint slice = fb->Attachment[buffer].Zoffset;
struct gl_texture_image *texImage = texObj->Image[face][level];
if (texImage) {
ctx->Driver.UnmapTextureImage(ctx, texImage, slice);
}
}
else if (rb) {
/* unmap ordinary renderbuffer */
ctx->Driver.UnmapRenderbuffer(ctx, rb);
}
srb->Map = NULL;
}
/**
* Determine what type to use (ubyte vs. float) for span colors for the
* given renderbuffer.
* See also _swrast_write_rgba_span().
*/
static void
find_renderbuffer_colortype(struct gl_renderbuffer *rb)
{
struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
GLuint rbMaxBits = _mesa_get_format_max_bits(rb->Format);
GLenum rbDatatype = _mesa_get_format_datatype(rb->Format);
if (rbDatatype == GL_UNSIGNED_NORMALIZED && rbMaxBits <= 8) {
/* the buffer's values fit in GLubyte values */
srb->ColorType = GL_UNSIGNED_BYTE;
}
else {
/* use floats otherwise */
srb->ColorType = GL_FLOAT;
}
}
/**
* Map the renderbuffers we'll use for tri/line/point rendering.
*/
void
_swrast_map_renderbuffers(struct gl_context *ctx)
{
struct gl_framebuffer *fb = ctx->DrawBuffer;
struct gl_renderbuffer *depthRb, *stencilRb;
GLuint buf;
depthRb = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
if (depthRb) {
/* map depth buffer */
map_attachment(ctx, fb, BUFFER_DEPTH);
}
stencilRb = fb->Attachment[BUFFER_STENCIL].Renderbuffer;
if (stencilRb && stencilRb != depthRb) {
/* map stencil buffer */
map_attachment(ctx, fb, BUFFER_STENCIL);
}
for (buf = 0; buf < fb->_NumColorDrawBuffers; buf++) {
map_attachment(ctx, fb, fb->_ColorDrawBufferIndexes[buf]);
find_renderbuffer_colortype(fb->_ColorDrawBuffers[buf]);
}
}
/**
* Unmap renderbuffers after rendering.
*/
void
_swrast_unmap_renderbuffers(struct gl_context *ctx)
{
struct gl_framebuffer *fb = ctx->DrawBuffer;
struct gl_renderbuffer *depthRb, *stencilRb;
GLuint buf;
depthRb = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
if (depthRb) {
/* map depth buffer */
unmap_attachment(ctx, fb, BUFFER_DEPTH);
}
stencilRb = fb->Attachment[BUFFER_STENCIL].Renderbuffer;
if (stencilRb && stencilRb != depthRb) {
/* map stencil buffer */
unmap_attachment(ctx, fb, BUFFER_STENCIL);
}
for (buf = 0; buf < fb->_NumColorDrawBuffers; buf++) {
unmap_attachment(ctx, fb, fb->_ColorDrawBufferIndexes[buf]);
}
}