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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.
*
**************************************************************************/
/*
* Authors:
* Keith Whitwell <keith@tungstengraphics.com>
* Brian Paul
*/
#include "st_context.h"
#include "st_atom.h"
#include "st_cb_fbo.h"
#include "st_public.h"
#include "st_texture.h"
#include "pipe/p_context.h"
#include "pipe/p_inlines.h"
#include "cso_cache/cso_context.h"
#include "util/u_rect.h"
/**
* When doing GL render to texture, we have to be sure that finalize_texture()
* didn't yank out the pipe_texture that we earlier created a surface for.
* Check for that here and create a new surface if needed.
*/
static void
update_renderbuffer_surface(struct st_context *st,
struct st_renderbuffer *strb)
{
struct pipe_screen *screen = st->pipe->screen;
struct pipe_texture *texture = strb->rtt->pt;
int rtt_width = strb->Base.Width;
int rtt_height = strb->Base.Height;
if (!strb->surface ||
strb->surface->texture != texture ||
strb->surface->width != rtt_width ||
strb->surface->height != rtt_height) {
GLuint level;
/* find matching mipmap level size */
for (level = 0; level <= texture->last_level; level++) {
if (texture->width[level] == rtt_width &&
texture->height[level] == rtt_height) {
pipe_surface_reference(&strb->surface, NULL);
strb->surface = screen->get_tex_surface(screen,
texture,
strb->rtt_face,
level,
strb->rtt_slice,
PIPE_BUFFER_USAGE_GPU_READ |
PIPE_BUFFER_USAGE_GPU_WRITE);
#if 0
printf("-- alloc new surface %d x %d into tex %p\n",
strb->surface->width, strb->surface->height,
texture);
#endif
break;
}
}
}
}
/**
* Update framebuffer state (color, depth, stencil, etc. buffers)
*/
static void
update_framebuffer_state( struct st_context *st )
{
struct pipe_framebuffer_state *framebuffer = &st->state.framebuffer;
struct gl_framebuffer *fb = st->ctx->DrawBuffer;
struct st_renderbuffer *strb;
GLuint i;
framebuffer->width = fb->Width;
framebuffer->height = fb->Height;
/*printf("------ fb size %d x %d\n", fb->Width, fb->Height);*/
/* Examine Mesa's ctx->DrawBuffer->_ColorDrawBuffers state
* to determine which surfaces to draw to
*/
framebuffer->nr_cbufs = 0;
for (i = 0; i < fb->_NumColorDrawBuffers; i++) {
strb = st_renderbuffer(fb->_ColorDrawBuffers[i]);
if (strb) {
/*printf("--------- framebuffer surface rtt %p\n", strb->rtt);*/
if (strb->rtt) {
/* rendering to a GL texture, may have to update surface */
update_renderbuffer_surface(st, strb);
}
if (strb->surface) {
pipe_surface_reference(&framebuffer->cbufs[framebuffer->nr_cbufs],
strb->surface);
framebuffer->nr_cbufs++;
}
strb->defined = GL_TRUE; /* we'll be drawing something */
}
}
for (i = framebuffer->nr_cbufs; i < PIPE_MAX_COLOR_BUFS; i++) {
pipe_surface_reference(&framebuffer->cbufs[i], NULL);
}
/*
* Depth/Stencil renderbuffer/surface.
*/
strb = st_renderbuffer(fb->Attachment[BUFFER_DEPTH].Renderbuffer);
if (strb) {
strb = st_renderbuffer(strb->Base.Wrapped);
if (strb->rtt) {
/* rendering to a GL texture, may have to update surface */
update_renderbuffer_surface(st, strb);
}
pipe_surface_reference(&framebuffer->zsbuf, strb->surface);
}
else {
strb = st_renderbuffer(fb->Attachment[BUFFER_STENCIL].Renderbuffer);
if (strb) {
strb = st_renderbuffer(strb->Base.Wrapped);
assert(strb->surface);
pipe_surface_reference(&framebuffer->zsbuf, strb->surface);
}
else
pipe_surface_reference(&framebuffer->zsbuf, NULL);
}
cso_set_framebuffer(st->cso_context, framebuffer);
if (fb->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT) {
if (st->frontbuffer_status == FRONT_STATUS_COPY_OF_BACK) {
/* copy back color buffer to front color buffer */
struct st_framebuffer *stfb = (struct st_framebuffer *) fb;
struct pipe_surface *surf_front, *surf_back;
(void) st_get_framebuffer_surface(stfb, ST_SURFACE_FRONT_LEFT, &surf_front);
(void) st_get_framebuffer_surface(stfb, ST_SURFACE_BACK_LEFT, &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);
}
}
/* we're assuming we'll really draw to the front buffer */
st->frontbuffer_status = FRONT_STATUS_DIRTY;
}
}
const struct st_tracked_state st_update_framebuffer = {
"st_update_framebuffer", /* name */
{ /* dirty */
_NEW_BUFFERS, /* mesa */
ST_NEW_FRAMEBUFFER, /* st */
},
update_framebuffer_state /* update */
};
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