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📄 framebuffer.c

📁 mesa-6.5-minigui源码
💻 C
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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 framebuffers and renderbuffers. * Also, routines for reading/writing renderbuffer data as ubytes, * ushorts, uints, etc. */#include "glheader.h"#include "imports.h"#include "context.h"#include "depthstencil.h"#include "mtypes.h"#include "fbobject.h"#include "framebuffer.h"#include "renderbuffer.h"/** * Compute/set the _DepthMax field for the given framebuffer. * This value depends on the Z buffer resolution. */static voidcompute_depth_max(struct gl_framebuffer *fb){   if (fb->Visual.depthBits == 0) {      /* Special case.  Even if we don't have a depth buffer we need       * good values for DepthMax for Z vertex transformation purposes       * and for per-fragment fog computation.       */      fb->_DepthMax = (1 << 16) - 1;   }   else if (fb->Visual.depthBits < 32) {      fb->_DepthMax = (1 << fb->Visual.depthBits) - 1;   }   else {      /* Special case since shift values greater than or equal to the       * number of bits in the left hand expression's type are undefined.       */      fb->_DepthMax = 0xffffffff;   }   fb->_DepthMaxF = (GLfloat) fb->_DepthMax;   fb->_MRD = 1.0;  /* Minimum resolvable depth value, for polygon offset */}/** * Set the framebuffer's _DepthBuffer field, taking care of * reference counts, etc. */static voidset_depth_renderbuffer(struct gl_framebuffer *fb,                       struct gl_renderbuffer *rb){   if (fb->_DepthBuffer) {      fb->_DepthBuffer->RefCount--;      if (fb->_DepthBuffer->RefCount <= 0) {         fb->_DepthBuffer->Delete(fb->_DepthBuffer);      }   }   fb->_DepthBuffer = rb;   if (rb) {      rb->RefCount++;   }}/** * Set the framebuffer's _StencilBuffer field, taking care of * reference counts, etc. */static voidset_stencil_renderbuffer(struct gl_framebuffer *fb,                         struct gl_renderbuffer *rb){   if (fb->_StencilBuffer) {      fb->_StencilBuffer->RefCount--;      if (fb->_StencilBuffer->RefCount <= 0) {         fb->_StencilBuffer->Delete(fb->_StencilBuffer);      }   }   fb->_StencilBuffer = rb;   if (rb) {      rb->RefCount++;   }}/** * Create and initialize a gl_framebuffer object. * This is intended for creating _window_system_ framebuffers, not generic * framebuffer objects ala GL_EXT_framebuffer_object. * * \sa _mesa_new_framebuffer */struct gl_framebuffer *_mesa_create_framebuffer(const GLvisual *visual){   struct gl_framebuffer *fb = CALLOC_STRUCT(gl_framebuffer);   assert(visual);   if (fb) {      _mesa_initialize_framebuffer(fb, visual);   }   return fb;}/** * Allocate a new gl_framebuffer object. * This is the default function for ctx->Driver.NewFramebuffer(). * This is for allocating user-created framebuffers, not window-system * framebuffers! * \sa _mesa_create_framebuffer */struct gl_framebuffer *_mesa_new_framebuffer(GLcontext *ctx, GLuint name){   struct gl_framebuffer *fb;   assert(name != 0);   fb = CALLOC_STRUCT(gl_framebuffer);   if (fb) {      fb->Name = name;      fb->RefCount = 1;      fb->ColorDrawBuffer[0] = GL_COLOR_ATTACHMENT0_EXT;      fb->_ColorDrawBufferMask[0] = BUFFER_BIT_COLOR0;      fb->ColorReadBuffer = GL_COLOR_ATTACHMENT0_EXT;      fb->_ColorReadBufferIndex = BUFFER_COLOR0;      fb->Delete = _mesa_destroy_framebuffer;   }   return fb;}/** * Initialize a gl_framebuffer object.  Typically used to initialize * window system-created framebuffers, not user-created framebuffers. * \sa _mesa_create_framebuffer */void_mesa_initialize_framebuffer(struct gl_framebuffer *fb, const GLvisual *visual){   assert(fb);   assert(visual);   _mesa_bzero(fb, sizeof(struct gl_framebuffer));   _glthread_INIT_MUTEX(fb->Mutex);   /* save the visual */   fb->Visual = *visual;   /* Init glRead/DrawBuffer state */   if (visual->doubleBufferMode) {      fb->ColorDrawBuffer[0] = GL_BACK;      fb->_ColorDrawBufferMask[0] = BUFFER_BIT_BACK_LEFT;      fb->ColorReadBuffer = GL_BACK;      fb->_ColorReadBufferIndex = BUFFER_BACK_LEFT;   }   else {      fb->ColorDrawBuffer[0] = GL_FRONT;      fb->_ColorDrawBufferMask[0] = BUFFER_BIT_FRONT_LEFT;      fb->ColorReadBuffer = GL_FRONT;      fb->_ColorReadBufferIndex = BUFFER_FRONT_LEFT;   }   fb->Delete = _mesa_destroy_framebuffer;   fb->_Status = GL_FRAMEBUFFER_COMPLETE_EXT;   compute_depth_max(fb);}/** * Deallocate buffer and everything attached to it. * Typically called via the gl_framebuffer->Delete() method. */void_mesa_destroy_framebuffer(struct gl_framebuffer *fb){   if (fb) {      _glthread_DESTROY_MUTEX(fb->Mutex);      _mesa_free_framebuffer_data(fb);      _mesa_free(fb);   }}/** * Free all the data hanging off the given gl_framebuffer, but don't free * the gl_framebuffer object itself. */void_mesa_free_framebuffer_data(struct gl_framebuffer *fb){   GLuint i;   assert(fb);   for (i = 0; i < BUFFER_COUNT; i++) {      struct gl_renderbuffer_attachment *att = &fb->Attachment[i];      if (att->Renderbuffer) {         struct gl_renderbuffer *rb = att->Renderbuffer;         _glthread_LOCK_MUTEX(rb->Mutex);         rb->RefCount--;         _glthread_UNLOCK_MUTEX(rb->Mutex);         if (rb->RefCount == 0) {            rb->Delete(rb);         }      }      att->Type = GL_NONE;      att->Renderbuffer = NULL;   }   /* unbind depth/stencil to decr ref counts */   set_depth_renderbuffer(fb, NULL);   set_stencil_renderbuffer(fb, NULL);}/** * Resize the given framebuffer's renderbuffers to the new width and height. * This should only be used for window-system framebuffers, not * user-created renderbuffers (i.e. made with GL_EXT_framebuffer_object). * This will typically be called via ctx->Driver.ResizeBuffers() or directly * from a device driver. * * \note it's possible for ctx to be null since a window can be resized * without a currently bound rendering context. */void_mesa_resize_framebuffer(GLcontext *ctx, struct gl_framebuffer *fb,                         GLuint width, GLuint height){   GLuint i;   /* XXX I think we could check if the size is not changing    * and return early.    */   /* For window system framebuffers, Name is zero */   assert(fb->Name == 0);   for (i = 0; i < BUFFER_COUNT; i++) {      struct gl_renderbuffer_attachment *att = &fb->Attachment[i];      if (att->Type == GL_RENDERBUFFER_EXT && att->Renderbuffer) {         struct gl_renderbuffer *rb = att->Renderbuffer;         /* only resize if size is changing */         if (rb->Width != width || rb->Height != height) {            /* could just as well pass rb->_ActualFormat here */            if (rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height)) {               ASSERT(rb->Width == width);               ASSERT(rb->Height == height);            }            else {               _mesa_error(ctx, GL_OUT_OF_MEMORY, "Resizing framebuffer");               /* no return */            }         }      }   }   if (fb->_DepthBuffer) {      struct gl_renderbuffer *rb = fb->_DepthBuffer;      if (rb->Width != width || rb->Height != height) {         if (!rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height)) {            _mesa_error(ctx, GL_OUT_OF_MEMORY, "Resizing framebuffer");         }      }   }   if (fb->_StencilBuffer) {      struct gl_renderbuffer *rb = fb->_StencilBuffer;      if (rb->Width != width || rb->Height != height) {         if (!rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height)) {            _mesa_error(ctx, GL_OUT_OF_MEMORY, "Resizing framebuffer");         }      }   }   fb->Width = width;   fb->Height = height;   /* to update scissor / window bounds */   _mesa_update_draw_buffer_bounds(ctx);}/** * Examine all the framebuffer's renderbuffers to update the Width/Height * fields of the framebuffer.  If we have renderbuffers with different * sizes, set the framebuffer's width and height to zero. * Note: this is only intended for user-created framebuffers, not * window-system framebuffes. */static voidupdate_framebuffer_size(struct gl_framebuffer *fb){   GLboolean haveSize = GL_FALSE;   GLuint i;   /* user-created framebuffers only */   assert(fb->Name);   for (i = 0; i < BUFFER_COUNT; i++) {      struct gl_renderbuffer_attachment *att = &fb->Attachment[i];      const struct gl_renderbuffer *rb = att->Renderbuffer;      if (rb) {         if (haveSize) {            if (rb->Width != fb->Width && rb->Height != fb->Height) {               /* size mismatch! */               fb->Width = 0;               fb->Height = 0;               return;            }         }         else {            fb->Width = rb->Width;            fb->Height = rb->Height;            haveSize = GL_TRUE;         }      }   }}/** * Update the context's current drawing buffer's Xmin, Xmax, Ymin, Ymax fields. * These values are computed from the buffer's width and height and * the scissor box, if it's enabled. * \param ctx  the GL context. */void_mesa_update_draw_buffer_bounds(GLcontext *ctx){   struct gl_framebuffer *buffer = ctx->DrawBuffer;   if (buffer->Name) {      /* user-created framebuffer size depends on the renderbuffers */      update_framebuffer_size(buffer);   }   buffer->_Xmin = 0;   buffer->_Ymin = 0;   buffer->_Xmax = buffer->Width;   buffer->_Ymax = buffer->Height;   if (ctx->Scissor.Enabled) {      if (ctx->Scissor.X > buffer->_Xmin) {	 buffer->_Xmin = ctx->Scissor.X;      }      if (ctx->Scissor.Y > buffer->_Ymin) {	 buffer->_Ymin = ctx->Scissor.Y;      }      if (ctx->Scissor.X + ctx->Scissor.Width < buffer->_Xmax) {	 buffer->_Xmax = ctx->Scissor.X + ctx->Scissor.Width;      }      if (ctx->Scissor.Y + ctx->Scissor.Height < buffer->_Ymax) {	 buffer->_Ymax = ctx->Scissor.Y + ctx->Scissor.Height;      }

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