📄 framebuffer.c
字号:
/* * 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; }
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -