/************************************************************************** * * 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 * 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" /** * 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); st->pipe->surface_copy(st->pipe, surf_front, 0, 0, /* dest */ surf_back, 0, 0, /* src */ 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 */ };