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* Mesa 3-D graphics library
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* Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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* Functions for allocating/managing software-based renderbuffers.
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* Also, routines for reading/writing software-based renderbuffer data as
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* ubytes, ushorts, uints, etc.
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#include "main/glheader.h"
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#include "main/imports.h"
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#include "main/context.h"
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#include "main/fbobject.h"
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#include "main/formats.h"
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#include "main/mtypes.h"
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#include "main/renderbuffer.h"
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#include "swrast/s_context.h"
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#include "swrast/s_renderbuffer.h"
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* This is a software fallback for the gl_renderbuffer->AllocStorage
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* Device drivers will typically override this function for the buffers
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* which it manages (typically color buffers, Z and stencil).
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* Other buffers (like software accumulation and aux buffers) which the driver
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* doesn't manage can be handled with this function.
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* This one multi-purpose function can allocate stencil, depth, accum, color
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* or color-index buffers!
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soft_renderbuffer_storage(struct gl_context *ctx, struct gl_renderbuffer *rb,
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GLenum internalFormat,
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GLuint width, GLuint height)
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struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
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switch (internalFormat) {
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rb->Format = MESA_FORMAT_RGB888;
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if (_mesa_little_endian())
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rb->Format = MESA_FORMAT_RGBA8888_REV;
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rb->Format = MESA_FORMAT_RGBA8888;
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/* for accum buffer */
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rb->Format = MESA_FORMAT_SIGNED_RGBA_16;
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case GL_STENCIL_INDEX:
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case GL_STENCIL_INDEX1_EXT:
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case GL_STENCIL_INDEX4_EXT:
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case GL_STENCIL_INDEX8_EXT:
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case GL_STENCIL_INDEX16_EXT:
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rb->Format = MESA_FORMAT_S8;
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case GL_DEPTH_COMPONENT:
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case GL_DEPTH_COMPONENT16:
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rb->Format = MESA_FORMAT_Z16;
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case GL_DEPTH_COMPONENT24:
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rb->Format = MESA_FORMAT_X8_Z24;
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case GL_DEPTH_COMPONENT32:
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rb->Format = MESA_FORMAT_Z32;
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case GL_DEPTH_STENCIL_EXT:
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case GL_DEPTH24_STENCIL8_EXT:
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rb->Format = MESA_FORMAT_Z24_S8;
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/* unsupported format */
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bpp = _mesa_get_format_bytes(rb->Format);
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/* free old buffer storage */
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srb->RowStride = width * bpp;
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if (width > 0 && height > 0) {
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/* allocate new buffer storage */
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srb->Buffer = malloc(srb->RowStride * height);
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if (srb->Buffer == NULL) {
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_mesa_error(ctx, GL_OUT_OF_MEMORY,
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"software renderbuffer allocation (%d x %d x %d)",
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rb->_BaseFormat = _mesa_base_fbo_format(ctx, internalFormat);
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internalFormat == GL_RGBA16_SNORM &&
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rb->_BaseFormat == 0) {
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/* NOTE: This is a special case just for accumulation buffers.
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* This is a very limited use case- there's no snorm texturing or
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* rendering going on.
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rb->_BaseFormat = GL_RGBA;
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/* the internalFormat should have been error checked long ago */
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ASSERT(rb->_BaseFormat);
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* Called via gl_renderbuffer::Delete()
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soft_renderbuffer_delete(struct gl_renderbuffer *rb)
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struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
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_swrast_map_soft_renderbuffer(struct gl_context *ctx,
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struct gl_renderbuffer *rb,
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GLuint x, GLuint y, GLuint w, GLuint h,
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struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
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GLubyte *map = srb->Buffer;
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int cpp = _mesa_get_format_bytes(rb->Format);
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int stride = rb->Width * cpp;
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*out_stride = stride;
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_swrast_unmap_soft_renderbuffer(struct gl_context *ctx,
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struct gl_renderbuffer *rb)
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* Allocate a software-based renderbuffer. This is called via the
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* ctx->Driver.NewRenderbuffer() function when the user creates a new
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* This would not be used for hardware-based renderbuffers.
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struct gl_renderbuffer *
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_swrast_new_soft_renderbuffer(struct gl_context *ctx, GLuint name)
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struct swrast_renderbuffer *srb = CALLOC_STRUCT(swrast_renderbuffer);
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_mesa_init_renderbuffer(&srb->Base, name);
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srb->Base.AllocStorage = soft_renderbuffer_storage;
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srb->Base.Delete = soft_renderbuffer_delete;
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* Add software-based color renderbuffers to the given framebuffer.
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* This is a helper routine for device drivers when creating a
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* window system framebuffer (not a user-created render/framebuffer).
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* Once this function is called, you can basically forget about this
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* renderbuffer; core Mesa will handle all the buffer management and
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add_color_renderbuffers(struct gl_context *ctx, struct gl_framebuffer *fb,
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GLuint rgbBits, GLuint alphaBits,
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GLboolean frontLeft, GLboolean backLeft,
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GLboolean frontRight, GLboolean backRight)
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if (rgbBits > 16 || alphaBits > 16) {
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"Unsupported bit depth in add_color_renderbuffers");
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assert(MAX_COLOR_ATTACHMENTS >= 4);
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for (b = BUFFER_FRONT_LEFT; b <= BUFFER_BACK_RIGHT; b++) {
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struct gl_renderbuffer *rb;
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if (b == BUFFER_FRONT_LEFT && !frontLeft)
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else if (b == BUFFER_BACK_LEFT && !backLeft)
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else if (b == BUFFER_FRONT_RIGHT && !frontRight)
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else if (b == BUFFER_BACK_RIGHT && !backRight)
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assert(fb->Attachment[b].Renderbuffer == NULL);
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rb = ctx->Driver.NewRenderbuffer(ctx, 0);
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_mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating color buffer");
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rb->InternalFormat = GL_RGBA;
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rb->AllocStorage = soft_renderbuffer_storage;
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_mesa_add_renderbuffer(fb, b, rb);
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* Add a software-based depth renderbuffer to the given framebuffer.
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* This is a helper routine for device drivers when creating a
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* window system framebuffer (not a user-created render/framebuffer).
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* Once this function is called, you can basically forget about this
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* renderbuffer; core Mesa will handle all the buffer management and
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add_depth_renderbuffer(struct gl_context *ctx, struct gl_framebuffer *fb,
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struct gl_renderbuffer *rb;
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if (depthBits > 32) {
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"Unsupported depthBits in add_depth_renderbuffer");
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assert(fb->Attachment[BUFFER_DEPTH].Renderbuffer == NULL);
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rb = _swrast_new_soft_renderbuffer(ctx, 0);
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_mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating depth buffer");
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if (depthBits <= 16) {
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rb->InternalFormat = GL_DEPTH_COMPONENT16;
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else if (depthBits <= 24) {
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rb->InternalFormat = GL_DEPTH_COMPONENT24;
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rb->InternalFormat = GL_DEPTH_COMPONENT32;
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rb->AllocStorage = soft_renderbuffer_storage;
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_mesa_add_renderbuffer(fb, BUFFER_DEPTH, rb);
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* Add a software-based stencil renderbuffer to the given framebuffer.
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* This is a helper routine for device drivers when creating a
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* window system framebuffer (not a user-created render/framebuffer).
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* Once this function is called, you can basically forget about this
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* renderbuffer; core Mesa will handle all the buffer management and
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add_stencil_renderbuffer(struct gl_context *ctx, struct gl_framebuffer *fb,
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struct gl_renderbuffer *rb;
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if (stencilBits > 16) {
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"Unsupported stencilBits in add_stencil_renderbuffer");
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assert(fb->Attachment[BUFFER_STENCIL].Renderbuffer == NULL);
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rb = _swrast_new_soft_renderbuffer(ctx, 0);
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_mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating stencil buffer");
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assert(stencilBits <= 8);
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rb->InternalFormat = GL_STENCIL_INDEX8;
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rb->AllocStorage = soft_renderbuffer_storage;
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_mesa_add_renderbuffer(fb, BUFFER_STENCIL, rb);
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add_depth_stencil_renderbuffer(struct gl_context *ctx,
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struct gl_framebuffer *fb)
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struct gl_renderbuffer *rb;
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assert(fb->Attachment[BUFFER_DEPTH].Renderbuffer == NULL);
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assert(fb->Attachment[BUFFER_STENCIL].Renderbuffer == NULL);
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rb = _swrast_new_soft_renderbuffer(ctx, 0);
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_mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating depth+stencil buffer");
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rb->InternalFormat = GL_DEPTH_STENCIL;
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rb->AllocStorage = soft_renderbuffer_storage;
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_mesa_add_renderbuffer(fb, BUFFER_DEPTH, rb);
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_mesa_add_renderbuffer(fb, BUFFER_STENCIL, rb);
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* Add a software-based accumulation renderbuffer to the given framebuffer.
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* This is a helper routine for device drivers when creating a
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* window system framebuffer (not a user-created render/framebuffer).
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* Once this function is called, you can basically forget about this
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* renderbuffer; core Mesa will handle all the buffer management and
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add_accum_renderbuffer(struct gl_context *ctx, struct gl_framebuffer *fb,
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GLuint redBits, GLuint greenBits,
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GLuint blueBits, GLuint alphaBits)
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struct gl_renderbuffer *rb;
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if (redBits > 16 || greenBits > 16 || blueBits > 16 || alphaBits > 16) {
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"Unsupported accumBits in add_accum_renderbuffer");
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assert(fb->Attachment[BUFFER_ACCUM].Renderbuffer == NULL);
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rb = _swrast_new_soft_renderbuffer(ctx, 0);
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_mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating accum buffer");
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rb->InternalFormat = GL_RGBA16_SNORM;
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rb->AllocStorage = soft_renderbuffer_storage;
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_mesa_add_renderbuffer(fb, BUFFER_ACCUM, rb);
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* Add a software-based aux renderbuffer to the given framebuffer.
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* This is a helper routine for device drivers when creating a
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* window system framebuffer (not a user-created render/framebuffer).
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* Once this function is called, you can basically forget about this
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* renderbuffer; core Mesa will handle all the buffer management and
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* NOTE: color-index aux buffers not supported.
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add_aux_renderbuffers(struct gl_context *ctx, struct gl_framebuffer *fb,
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GLuint colorBits, GLuint numBuffers)
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if (colorBits > 16) {
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"Unsupported colorBits in add_aux_renderbuffers");
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assert(numBuffers <= MAX_AUX_BUFFERS);
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for (i = 0; i < numBuffers; i++) {
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struct gl_renderbuffer *rb = _swrast_new_soft_renderbuffer(ctx, 0);
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assert(fb->Attachment[BUFFER_AUX0 + i].Renderbuffer == NULL);
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_mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating aux buffer");
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assert (colorBits <= 8);
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rb->InternalFormat = GL_RGBA;
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rb->AllocStorage = soft_renderbuffer_storage;
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_mesa_add_renderbuffer(fb, BUFFER_AUX0 + i, rb);
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* Create/attach software-based renderbuffers to the given framebuffer.
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* This is a helper routine for device drivers. Drivers can just as well
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* call the individual _mesa_add_*_renderbuffer() routines directly.
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_swrast_add_soft_renderbuffers(struct gl_framebuffer *fb,
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GLboolean frontLeft = GL_TRUE;
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GLboolean backLeft = fb->Visual.doubleBufferMode;
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GLboolean frontRight = fb->Visual.stereoMode;
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GLboolean backRight = fb->Visual.stereoMode && fb->Visual.doubleBufferMode;
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assert(fb->Visual.redBits == fb->Visual.greenBits);
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assert(fb->Visual.redBits == fb->Visual.blueBits);
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add_color_renderbuffers(NULL, fb,
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fb->Visual.alphaBits,
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frontRight, backRight);
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/* This is pretty much for debugging purposes only since there's a perf
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* hit for using combined depth/stencil in swrast.
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if (depth && fb->Visual.depthBits == 24 &&
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stencil && fb->Visual.stencilBits == 8) {
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/* use combined depth/stencil buffer */
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add_depth_stencil_renderbuffer(NULL, fb);
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(void) add_depth_stencil_renderbuffer;
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assert(fb->Visual.depthBits > 0);
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add_depth_renderbuffer(NULL, fb, fb->Visual.depthBits);
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assert(fb->Visual.stencilBits > 0);
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add_stencil_renderbuffer(NULL, fb, fb->Visual.stencilBits);
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assert(fb->Visual.accumRedBits > 0);
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assert(fb->Visual.accumGreenBits > 0);
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assert(fb->Visual.accumBlueBits > 0);
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add_accum_renderbuffer(NULL, fb,
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fb->Visual.accumRedBits,
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fb->Visual.accumGreenBits,
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fb->Visual.accumBlueBits,
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fb->Visual.accumAlphaBits);
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assert(fb->Visual.numAuxBuffers > 0);
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add_aux_renderbuffers(NULL, fb, fb->Visual.redBits,
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fb->Visual.numAuxBuffers);
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map_attachment(struct gl_context *ctx,
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struct gl_framebuffer *fb,
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gl_buffer_index buffer)
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struct gl_texture_object *texObj = fb->Attachment[buffer].Texture;
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struct gl_renderbuffer *rb = fb->Attachment[buffer].Renderbuffer;
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struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
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/* map texture image (render to texture) */
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const GLuint level = fb->Attachment[buffer].TextureLevel;
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const GLuint face = fb->Attachment[buffer].CubeMapFace;
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const GLuint slice = fb->Attachment[buffer].Zoffset;
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struct gl_texture_image *texImage = texObj->Image[face][level];
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ctx->Driver.MapTextureImage(ctx, texImage, slice,
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0, 0, texImage->Width, texImage->Height,
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GL_MAP_READ_BIT | GL_MAP_WRITE_BIT,
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&srb->Map, &srb->RowStride);
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/* Map ordinary renderbuffer */
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ctx->Driver.MapRenderbuffer(ctx, rb,
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0, 0, rb->Width, rb->Height,
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GL_MAP_READ_BIT | GL_MAP_WRITE_BIT,
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&srb->Map, &srb->RowStride);
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unmap_attachment(struct gl_context *ctx,
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struct gl_framebuffer *fb,
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gl_buffer_index buffer)
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struct gl_texture_object *texObj = fb->Attachment[buffer].Texture;
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struct gl_renderbuffer *rb = fb->Attachment[buffer].Renderbuffer;
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struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
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/* unmap texture image (render to texture) */
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const GLuint level = fb->Attachment[buffer].TextureLevel;
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const GLuint face = fb->Attachment[buffer].CubeMapFace;
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const GLuint slice = fb->Attachment[buffer].Zoffset;
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struct gl_texture_image *texImage = texObj->Image[face][level];
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ctx->Driver.UnmapTextureImage(ctx, texImage, slice);
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/* unmap ordinary renderbuffer */
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ctx->Driver.UnmapRenderbuffer(ctx, rb);
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* Map the renderbuffers we'll use for tri/line/point rendering.
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_swrast_map_renderbuffers(struct gl_context *ctx)
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struct gl_framebuffer *fb = ctx->DrawBuffer;
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struct gl_renderbuffer *depthRb, *stencilRb;
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depthRb = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
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/* map depth buffer */
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map_attachment(ctx, fb, BUFFER_DEPTH);
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stencilRb = fb->Attachment[BUFFER_STENCIL].Renderbuffer;
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if (stencilRb && stencilRb != depthRb) {
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/* map stencil buffer */
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map_attachment(ctx, fb, BUFFER_STENCIL);
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for (buf = 0; buf < fb->_NumColorDrawBuffers; buf++) {
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map_attachment(ctx, fb, fb->_ColorDrawBufferIndexes[buf]);
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* Unmap renderbuffers after rendering.
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_swrast_unmap_renderbuffers(struct gl_context *ctx)
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struct gl_framebuffer *fb = ctx->DrawBuffer;
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struct gl_renderbuffer *depthRb, *stencilRb;
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depthRb = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
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/* map depth buffer */
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unmap_attachment(ctx, fb, BUFFER_DEPTH);
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stencilRb = fb->Attachment[BUFFER_STENCIL].Renderbuffer;
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if (stencilRb && stencilRb != depthRb) {
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/* map stencil buffer */
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unmap_attachment(ctx, fb, BUFFER_STENCIL);
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for (buf = 0; buf < fb->_NumColorDrawBuffers; buf++) {
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unmap_attachment(ctx, fb, fb->_ColorDrawBufferIndexes[buf]);