#include "mtypes.h" #include "drirenderbuffer.h" #include "renderbuffer.h" #include "imports.h" /** * This will get called when a window is resized. * Just update width, height and internal format fields for now. * There's usually no memory allocation above because the present * DRI drivers use statically-allocated full-screen buffers. */ static GLboolean driRenderbufferStorage(GLcontext *ctx, struct gl_renderbuffer *rb, GLenum internalFormat, GLuint width, GLuint height) { rb->Width = width; rb->Height = height; rb->InternalFormat = internalFormat; return GL_TRUE; } static void driDeleteRenderbuffer(struct gl_renderbuffer *rb) { /* don't free rb->Data Chances are it's a memory mapped region for * the dri drivers. */ _mesa_free(rb); } /** * Allocate a new driRenderbuffer object. * Individual drivers are free to implement different versions of * this function. * \param format Either GL_RGBA, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, * GL_DEPTH_COMPONENT32, or GL_STENCIL_INDEX8_EXT (for now). * \param cpp chars or bytes per pixel * \param offset start of buffer with respect to framebuffer address * \param pitch pixels per row */ driRenderbuffer * driNewRenderbuffer(GLenum format, GLint cpp, GLint offset, GLint pitch) { driRenderbuffer *drb; assert(format == GL_RGBA || format == GL_DEPTH_COMPONENT16 || format == GL_DEPTH_COMPONENT24 || format == GL_DEPTH_COMPONENT32 || format == GL_STENCIL_INDEX8_EXT); assert(cpp > 0); assert(pitch > 0); drb = _mesa_calloc(sizeof(driRenderbuffer)); if (drb) { const GLuint name = 0; _mesa_init_renderbuffer(&drb->Base, name); /* Make sure we're using a null-valued GetPointer routine */ assert(drb->Base.GetPointer(NULL, &drb->Base, 0, 0) == NULL); drb->Base.InternalFormat = format; if (format == GL_RGBA) { /* Color */ drb->Base._BaseFormat = GL_RGBA; drb->Base.DataType = GL_UNSIGNED_BYTE; } else if (format == GL_DEPTH_COMPONENT16) { /* Depth */ drb->Base._BaseFormat = GL_DEPTH_COMPONENT; /* we always Get/Put 32-bit Z values */ drb->Base.DataType = GL_UNSIGNED_INT; } else if (format == GL_DEPTH_COMPONENT24) { /* Depth */ drb->Base._BaseFormat = GL_DEPTH_COMPONENT; /* we always Get/Put 32-bit Z values */ drb->Base.DataType = GL_UNSIGNED_INT; } else { /* Stencil */ ASSERT(format == GL_STENCIL_INDEX8); drb->Base._BaseFormat = GL_STENCIL_INDEX; drb->Base.DataType = GL_UNSIGNED_BYTE; } /* XXX if we were allocating a user-created renderbuffer, we'd have * to fill in the ComponentSizes[] array too. */ drb->Base.AllocStorage = driRenderbufferStorage; drb->Base.Delete = driDeleteRenderbuffer; /* DRI renderbuffer-specific fields: */ drb->offset = offset; drb->pitch = pitch; drb->cpp = cpp; /* may be changed if page flipping is active: */ drb->flippedOffset = offset; drb->flippedPitch = pitch; } return drb; } /** * Update the front and back renderbuffers' flippedPitch/Offset/Data fields. * If stereo, flip both the left and right pairs. * This is used when we do double buffering via page flipping. * \param fb the framebuffer we're page flipping * \param flipped if true, set flipped values, else set non-flipped values */ void driFlipRenderbuffers(struct gl_framebuffer *fb, GLboolean flipped) { const GLuint count = fb->Visual.stereoMode ? 2 : 1; GLuint lr; /* left or right */ ASSERT(fb->Visual.doubleBufferMode); for (lr = 0; lr < count; lr++) { GLuint frontBuf = (lr == 0) ? BUFFER_FRONT_LEFT : BUFFER_FRONT_RIGHT; GLuint backBuf = (lr == 0) ? BUFFER_BACK_LEFT : BUFFER_BACK_RIGHT; driRenderbuffer *front_drb = (driRenderbuffer *) fb->Attachment[frontBuf].Renderbuffer; driRenderbuffer *back_drb = (driRenderbuffer *) fb->Attachment[backBuf].Renderbuffer; if (flipped) { front_drb->flippedOffset = back_drb->offset; front_drb->flippedPitch = back_drb->pitch; front_drb->flippedData = back_drb->Base.Data; back_drb->flippedOffset = front_drb->offset; back_drb->flippedPitch = front_drb->pitch; back_drb->flippedData = front_drb->Base.Data; } else { front_drb->flippedOffset = front_drb->offset; front_drb->flippedPitch = front_drb->pitch; front_drb->flippedData = front_drb->Base.Data; back_drb->flippedOffset = back_drb->offset; back_drb->flippedPitch = back_drb->pitch; back_drb->flippedData = back_drb->Base.Data; } } }