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      1 /*
      2  * Mesa 3-D graphics library
      3  *
      4  * Copyright (C) 1999-2006  Brian Paul   All Rights Reserved.
      5  *
      6  * Permission is hereby granted, free of charge, to any person obtaining a
      7  * copy of this software and associated documentation files (the "Software"),
      8  * to deal in the Software without restriction, including without limitation
      9  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
     10  * and/or sell copies of the Software, and to permit persons to whom the
     11  * Software is furnished to do so, subject to the following conditions:
     12  *
     13  * The above copyright notice and this permission notice shall be included
     14  * in all copies or substantial portions of the Software.
     15  *
     16  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
     17  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
     18  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
     19  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
     20  * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
     21  * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
     22  * OTHER DEALINGS IN THE SOFTWARE.
     23  */
     24 
     25 
     26 /**
     27  * Functions for allocating/managing software-based renderbuffers.
     28  * Also, routines for reading/writing software-based renderbuffer data as
     29  * ubytes, ushorts, uints, etc.
     30  */
     31 
     32 
     33 #include "main/glheader.h"
     34 #include "main/imports.h"
     35 #include "main/context.h"
     36 #include "main/fbobject.h"
     37 #include "main/formats.h"
     38 #include "main/mtypes.h"
     39 #include "main/renderbuffer.h"
     40 #include "swrast/s_context.h"
     41 #include "swrast/s_renderbuffer.h"
     42 
     43 
     44 /**
     45  * This is a software fallback for the gl_renderbuffer->AllocStorage
     46  * function.
     47  * Device drivers will typically override this function for the buffers
     48  * which it manages (typically color buffers, Z and stencil).
     49  * Other buffers (like software accumulation and aux buffers) which the driver
     50  * doesn't manage can be handled with this function.
     51  *
     52  * This one multi-purpose function can allocate stencil, depth, accum, color
     53  * or color-index buffers!
     54  */
     55 static GLboolean
     56 soft_renderbuffer_storage(struct gl_context *ctx, struct gl_renderbuffer *rb,
     57                           GLenum internalFormat,
     58                           GLuint width, GLuint height)
     59 {
     60    struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
     61    GLuint bpp;
     62 
     63    switch (internalFormat) {
     64    case GL_RGB:
     65    case GL_R3_G3_B2:
     66    case GL_RGB4:
     67    case GL_RGB5:
     68    case GL_RGB8:
     69    case GL_RGB10:
     70    case GL_RGB12:
     71    case GL_RGB16:
     72       rb->Format = MESA_FORMAT_BGR_UNORM8;
     73       break;
     74    case GL_RGBA:
     75    case GL_RGBA2:
     76    case GL_RGBA4:
     77    case GL_RGB5_A1:
     78    case GL_RGBA8:
     79 #if 1
     80    case GL_RGB10_A2:
     81    case GL_RGBA12:
     82 #endif
     83       if (_mesa_little_endian())
     84          rb->Format = MESA_FORMAT_R8G8B8A8_UNORM;
     85       else
     86          rb->Format = MESA_FORMAT_A8B8G8R8_UNORM;
     87       break;
     88    case GL_RGBA16:
     89    case GL_RGBA16_SNORM:
     90       /* for accum buffer */
     91       rb->Format = MESA_FORMAT_RGBA_SNORM16;
     92       break;
     93    case GL_STENCIL_INDEX:
     94    case GL_STENCIL_INDEX1_EXT:
     95    case GL_STENCIL_INDEX4_EXT:
     96    case GL_STENCIL_INDEX8_EXT:
     97    case GL_STENCIL_INDEX16_EXT:
     98       rb->Format = MESA_FORMAT_S_UINT8;
     99       break;
    100    case GL_DEPTH_COMPONENT:
    101    case GL_DEPTH_COMPONENT16:
    102       rb->Format = MESA_FORMAT_Z_UNORM16;
    103       break;
    104    case GL_DEPTH_COMPONENT24:
    105       rb->Format = MESA_FORMAT_Z24_UNORM_X8_UINT;
    106       break;
    107    case GL_DEPTH_COMPONENT32:
    108       rb->Format = MESA_FORMAT_Z_UNORM32;
    109       break;
    110    case GL_DEPTH_STENCIL_EXT:
    111    case GL_DEPTH24_STENCIL8_EXT:
    112       rb->Format = MESA_FORMAT_S8_UINT_Z24_UNORM;
    113       break;
    114    default:
    115       /* unsupported format */
    116       return GL_FALSE;
    117    }
    118 
    119    bpp = _mesa_get_format_bytes(rb->Format);
    120 
    121    /* free old buffer storage */
    122    free(srb->Buffer);
    123    srb->Buffer = NULL;
    124 
    125    srb->RowStride = width * bpp;
    126 
    127    if (width > 0 && height > 0) {
    128       /* allocate new buffer storage */
    129       srb->Buffer = malloc(srb->RowStride * height);
    130 
    131       if (srb->Buffer == NULL) {
    132          rb->Width = 0;
    133          rb->Height = 0;
    134          _mesa_error(ctx, GL_OUT_OF_MEMORY,
    135                      "software renderbuffer allocation (%d x %d x %d)",
    136                      width, height, bpp);
    137          return GL_FALSE;
    138       }
    139    }
    140 
    141    rb->Width = width;
    142    rb->Height = height;
    143    rb->_BaseFormat = _mesa_base_fbo_format(ctx, internalFormat);
    144 
    145    if (rb->Name == 0 &&
    146        internalFormat == GL_RGBA16_SNORM &&
    147        rb->_BaseFormat == 0) {
    148       /* NOTE: This is a special case just for accumulation buffers.
    149        * This is a very limited use case- there's no snorm texturing or
    150        * rendering going on.
    151        */
    152       rb->_BaseFormat = GL_RGBA;
    153    }
    154    else {
    155       /* the internalFormat should have been error checked long ago */
    156       assert(rb->_BaseFormat);
    157    }
    158 
    159    return GL_TRUE;
    160 }
    161 
    162 
    163 /**
    164  * Called via gl_renderbuffer::Delete()
    165  */
    166 static void
    167 soft_renderbuffer_delete(struct gl_context *ctx, struct gl_renderbuffer *rb)
    168 {
    169    struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
    170 
    171    free(srb->Buffer);
    172    srb->Buffer = NULL;
    173    _mesa_delete_renderbuffer(ctx, rb);
    174 }
    175 
    176 
    177 void
    178 _swrast_map_soft_renderbuffer(struct gl_context *ctx,
    179                               struct gl_renderbuffer *rb,
    180                               GLuint x, GLuint y, GLuint w, GLuint h,
    181                               GLbitfield mode,
    182                               GLubyte **out_map,
    183                               GLint *out_stride)
    184 {
    185    struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
    186    GLubyte *map = srb->Buffer;
    187    int cpp = _mesa_get_format_bytes(rb->Format);
    188    int stride = rb->Width * cpp;
    189 
    190    if (!map) {
    191       *out_map = NULL;
    192       *out_stride = 0;
    193    }
    194 
    195    map += y * stride;
    196    map += x * cpp;
    197 
    198    *out_map = map;
    199    *out_stride = stride;
    200 }
    201 
    202 
    203 void
    204 _swrast_unmap_soft_renderbuffer(struct gl_context *ctx,
    205                                 struct gl_renderbuffer *rb)
    206 {
    207 }
    208 
    209 
    210 
    211 /**
    212  * Allocate a software-based renderbuffer.  This is called via the
    213  * ctx->Driver.NewRenderbuffer() function when the user creates a new
    214  * renderbuffer.
    215  * This would not be used for hardware-based renderbuffers.
    216  */
    217 struct gl_renderbuffer *
    218 _swrast_new_soft_renderbuffer(struct gl_context *ctx, GLuint name)
    219 {
    220    struct swrast_renderbuffer *srb = CALLOC_STRUCT(swrast_renderbuffer);
    221    if (srb) {
    222       _mesa_init_renderbuffer(&srb->Base, name);
    223       srb->Base.AllocStorage = soft_renderbuffer_storage;
    224       srb->Base.Delete = soft_renderbuffer_delete;
    225    }
    226    return &srb->Base;
    227 }
    228 
    229 
    230 /**
    231  * Add software-based color renderbuffers to the given framebuffer.
    232  * This is a helper routine for device drivers when creating a
    233  * window system framebuffer (not a user-created render/framebuffer).
    234  * Once this function is called, you can basically forget about this
    235  * renderbuffer; core Mesa will handle all the buffer management and
    236  * rendering!
    237  */
    238 static GLboolean
    239 add_color_renderbuffers(struct gl_context *ctx, struct gl_framebuffer *fb,
    240                         GLuint rgbBits, GLuint alphaBits,
    241                         GLboolean frontLeft, GLboolean backLeft,
    242                         GLboolean frontRight, GLboolean backRight)
    243 {
    244    gl_buffer_index b;
    245 
    246    if (rgbBits > 16 || alphaBits > 16) {
    247       _mesa_problem(ctx,
    248                     "Unsupported bit depth in add_color_renderbuffers");
    249       return GL_FALSE;
    250    }
    251 
    252    assert(MAX_COLOR_ATTACHMENTS >= 4);
    253 
    254    for (b = BUFFER_FRONT_LEFT; b <= BUFFER_BACK_RIGHT; b++) {
    255       struct gl_renderbuffer *rb;
    256 
    257       if (b == BUFFER_FRONT_LEFT && !frontLeft)
    258          continue;
    259       else if (b == BUFFER_BACK_LEFT && !backLeft)
    260          continue;
    261       else if (b == BUFFER_FRONT_RIGHT && !frontRight)
    262          continue;
    263       else if (b == BUFFER_BACK_RIGHT && !backRight)
    264          continue;
    265 
    266       assert(fb->Attachment[b].Renderbuffer == NULL);
    267 
    268       rb = ctx->Driver.NewRenderbuffer(ctx, 0);
    269       if (!rb) {
    270          _mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating color buffer");
    271          return GL_FALSE;
    272       }
    273 
    274       rb->InternalFormat = GL_RGBA;
    275 
    276       rb->AllocStorage = soft_renderbuffer_storage;
    277       _mesa_add_renderbuffer(fb, b, rb);
    278    }
    279 
    280    return GL_TRUE;
    281 }
    282 
    283 
    284 /**
    285  * Add a software-based depth renderbuffer to the given framebuffer.
    286  * This is a helper routine for device drivers when creating a
    287  * window system framebuffer (not a user-created render/framebuffer).
    288  * Once this function is called, you can basically forget about this
    289  * renderbuffer; core Mesa will handle all the buffer management and
    290  * rendering!
    291  */
    292 static GLboolean
    293 add_depth_renderbuffer(struct gl_context *ctx, struct gl_framebuffer *fb,
    294                        GLuint depthBits)
    295 {
    296    struct gl_renderbuffer *rb;
    297 
    298    if (depthBits > 32) {
    299       _mesa_problem(ctx,
    300                     "Unsupported depthBits in add_depth_renderbuffer");
    301       return GL_FALSE;
    302    }
    303 
    304    assert(fb->Attachment[BUFFER_DEPTH].Renderbuffer == NULL);
    305 
    306    rb = _swrast_new_soft_renderbuffer(ctx, 0);
    307    if (!rb) {
    308       _mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating depth buffer");
    309       return GL_FALSE;
    310    }
    311 
    312    if (depthBits <= 16) {
    313       rb->InternalFormat = GL_DEPTH_COMPONENT16;
    314    }
    315    else if (depthBits <= 24) {
    316       rb->InternalFormat = GL_DEPTH_COMPONENT24;
    317    }
    318    else {
    319       rb->InternalFormat = GL_DEPTH_COMPONENT32;
    320    }
    321 
    322    rb->AllocStorage = soft_renderbuffer_storage;
    323    _mesa_add_renderbuffer(fb, BUFFER_DEPTH, rb);
    324 
    325    return GL_TRUE;
    326 }
    327 
    328 
    329 /**
    330  * Add a software-based stencil renderbuffer to the given framebuffer.
    331  * This is a helper routine for device drivers when creating a
    332  * window system framebuffer (not a user-created render/framebuffer).
    333  * Once this function is called, you can basically forget about this
    334  * renderbuffer; core Mesa will handle all the buffer management and
    335  * rendering!
    336  */
    337 static GLboolean
    338 add_stencil_renderbuffer(struct gl_context *ctx, struct gl_framebuffer *fb,
    339                          GLuint stencilBits)
    340 {
    341    struct gl_renderbuffer *rb;
    342 
    343    if (stencilBits > 16) {
    344       _mesa_problem(ctx,
    345                   "Unsupported stencilBits in add_stencil_renderbuffer");
    346       return GL_FALSE;
    347    }
    348 
    349    assert(fb->Attachment[BUFFER_STENCIL].Renderbuffer == NULL);
    350 
    351    rb = _swrast_new_soft_renderbuffer(ctx, 0);
    352    if (!rb) {
    353       _mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating stencil buffer");
    354       return GL_FALSE;
    355    }
    356 
    357    assert(stencilBits <= 8);
    358    rb->InternalFormat = GL_STENCIL_INDEX8;
    359 
    360    rb->AllocStorage = soft_renderbuffer_storage;
    361    _mesa_add_renderbuffer(fb, BUFFER_STENCIL, rb);
    362 
    363    return GL_TRUE;
    364 }
    365 
    366 
    367 static GLboolean
    368 add_depth_stencil_renderbuffer(struct gl_context *ctx,
    369                                struct gl_framebuffer *fb)
    370 {
    371    struct gl_renderbuffer *rb;
    372 
    373    assert(fb->Attachment[BUFFER_DEPTH].Renderbuffer == NULL);
    374    assert(fb->Attachment[BUFFER_STENCIL].Renderbuffer == NULL);
    375 
    376    rb = _swrast_new_soft_renderbuffer(ctx, 0);
    377    if (!rb) {
    378       _mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating depth+stencil buffer");
    379       return GL_FALSE;
    380    }
    381 
    382    rb->InternalFormat = GL_DEPTH_STENCIL;
    383 
    384    rb->AllocStorage = soft_renderbuffer_storage;
    385    _mesa_add_renderbuffer(fb, BUFFER_DEPTH, rb);
    386    _mesa_add_renderbuffer(fb, BUFFER_STENCIL, rb);
    387 
    388    return GL_TRUE;
    389 }
    390 
    391 
    392 /**
    393  * Add a software-based accumulation renderbuffer to the given framebuffer.
    394  * This is a helper routine for device drivers when creating a
    395  * window system framebuffer (not a user-created render/framebuffer).
    396  * Once this function is called, you can basically forget about this
    397  * renderbuffer; core Mesa will handle all the buffer management and
    398  * rendering!
    399  */
    400 static GLboolean
    401 add_accum_renderbuffer(struct gl_context *ctx, struct gl_framebuffer *fb,
    402                        GLuint redBits, GLuint greenBits,
    403                        GLuint blueBits, GLuint alphaBits)
    404 {
    405    struct gl_renderbuffer *rb;
    406 
    407    if (redBits > 16 || greenBits > 16 || blueBits > 16 || alphaBits > 16) {
    408       _mesa_problem(ctx,
    409                     "Unsupported accumBits in add_accum_renderbuffer");
    410       return GL_FALSE;
    411    }
    412 
    413    assert(fb->Attachment[BUFFER_ACCUM].Renderbuffer == NULL);
    414 
    415    rb = _swrast_new_soft_renderbuffer(ctx, 0);
    416    if (!rb) {
    417       _mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating accum buffer");
    418       return GL_FALSE;
    419    }
    420 
    421    rb->InternalFormat = GL_RGBA16_SNORM;
    422    rb->AllocStorage = soft_renderbuffer_storage;
    423    _mesa_add_renderbuffer(fb, BUFFER_ACCUM, rb);
    424 
    425    return GL_TRUE;
    426 }
    427 
    428 
    429 
    430 /**
    431  * Add a software-based aux renderbuffer to the given framebuffer.
    432  * This is a helper routine for device drivers when creating a
    433  * window system framebuffer (not a user-created render/framebuffer).
    434  * Once this function is called, you can basically forget about this
    435  * renderbuffer; core Mesa will handle all the buffer management and
    436  * rendering!
    437  *
    438  * NOTE: color-index aux buffers not supported.
    439  */
    440 static GLboolean
    441 add_aux_renderbuffers(struct gl_context *ctx, struct gl_framebuffer *fb,
    442                       GLuint colorBits, GLuint numBuffers)
    443 {
    444    GLuint i;
    445 
    446    if (colorBits > 16) {
    447       _mesa_problem(ctx,
    448                     "Unsupported colorBits in add_aux_renderbuffers");
    449       return GL_FALSE;
    450    }
    451 
    452    assert(numBuffers <= MAX_AUX_BUFFERS);
    453 
    454    for (i = 0; i < numBuffers; i++) {
    455       struct gl_renderbuffer *rb = _swrast_new_soft_renderbuffer(ctx, 0);
    456 
    457       assert(fb->Attachment[BUFFER_AUX0 + i].Renderbuffer == NULL);
    458 
    459       if (!rb) {
    460          _mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating aux buffer");
    461          return GL_FALSE;
    462       }
    463 
    464       assert (colorBits <= 8);
    465       rb->InternalFormat = GL_RGBA;
    466 
    467       rb->AllocStorage = soft_renderbuffer_storage;
    468       _mesa_add_renderbuffer(fb, BUFFER_AUX0 + i, rb);
    469    }
    470    return GL_TRUE;
    471 }
    472 
    473 
    474 /**
    475  * Create/attach software-based renderbuffers to the given framebuffer.
    476  * This is a helper routine for device drivers.  Drivers can just as well
    477  * call the individual _mesa_add_*_renderbuffer() routines directly.
    478  */
    479 void
    480 _swrast_add_soft_renderbuffers(struct gl_framebuffer *fb,
    481                                GLboolean color,
    482                                GLboolean depth,
    483                                GLboolean stencil,
    484                                GLboolean accum,
    485                                GLboolean alpha,
    486                                GLboolean aux)
    487 {
    488    GLboolean frontLeft = GL_TRUE;
    489    GLboolean backLeft = fb->Visual.doubleBufferMode;
    490    GLboolean frontRight = fb->Visual.stereoMode;
    491    GLboolean backRight = fb->Visual.stereoMode && fb->Visual.doubleBufferMode;
    492 
    493    if (color) {
    494       assert(fb->Visual.redBits == fb->Visual.greenBits);
    495       assert(fb->Visual.redBits == fb->Visual.blueBits);
    496       add_color_renderbuffers(NULL, fb,
    497                               fb->Visual.redBits,
    498                               fb->Visual.alphaBits,
    499                               frontLeft, backLeft,
    500                               frontRight, backRight);
    501    }
    502 
    503 #if 0
    504    /* This is pretty much for debugging purposes only since there's a perf
    505     * hit for using combined depth/stencil in swrast.
    506     */
    507    if (depth && fb->Visual.depthBits == 24 &&
    508        stencil && fb->Visual.stencilBits == 8) {
    509       /* use combined depth/stencil buffer */
    510       add_depth_stencil_renderbuffer(NULL, fb);
    511    }
    512    else
    513 #else
    514    (void) add_depth_stencil_renderbuffer;
    515 #endif
    516    {
    517       if (depth) {
    518          assert(fb->Visual.depthBits > 0);
    519          add_depth_renderbuffer(NULL, fb, fb->Visual.depthBits);
    520       }
    521 
    522       if (stencil) {
    523          assert(fb->Visual.stencilBits > 0);
    524          add_stencil_renderbuffer(NULL, fb, fb->Visual.stencilBits);
    525       }
    526    }
    527 
    528    if (accum) {
    529       assert(fb->Visual.accumRedBits > 0);
    530       assert(fb->Visual.accumGreenBits > 0);
    531       assert(fb->Visual.accumBlueBits > 0);
    532       add_accum_renderbuffer(NULL, fb,
    533                              fb->Visual.accumRedBits,
    534                              fb->Visual.accumGreenBits,
    535                              fb->Visual.accumBlueBits,
    536                              fb->Visual.accumAlphaBits);
    537    }
    538 
    539    if (aux) {
    540       assert(fb->Visual.numAuxBuffers > 0);
    541       add_aux_renderbuffers(NULL, fb, fb->Visual.redBits,
    542                             fb->Visual.numAuxBuffers);
    543    }
    544 
    545 #if 0
    546    if (multisample) {
    547       /* maybe someday */
    548    }
    549 #endif
    550 }
    551 
    552 
    553 
    554 static void
    555 map_attachment(struct gl_context *ctx,
    556                  struct gl_framebuffer *fb,
    557                  gl_buffer_index buffer)
    558 {
    559    struct gl_texture_object *texObj = fb->Attachment[buffer].Texture;
    560    struct gl_renderbuffer *rb = fb->Attachment[buffer].Renderbuffer;
    561    struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
    562 
    563    if (texObj) {
    564       /* map texture image (render to texture) */
    565       const GLuint level = fb->Attachment[buffer].TextureLevel;
    566       const GLuint face = fb->Attachment[buffer].CubeMapFace;
    567       const GLuint slice = fb->Attachment[buffer].Zoffset;
    568       struct gl_texture_image *texImage = texObj->Image[face][level];
    569       if (texImage) {
    570          ctx->Driver.MapTextureImage(ctx, texImage, slice,
    571                                      0, 0, texImage->Width, texImage->Height,
    572                                      GL_MAP_READ_BIT | GL_MAP_WRITE_BIT,
    573                                      &srb->Map, &srb->RowStride);
    574       }
    575    }
    576    else if (rb) {
    577       /* Map ordinary renderbuffer */
    578       ctx->Driver.MapRenderbuffer(ctx, rb,
    579                                   0, 0, rb->Width, rb->Height,
    580                                   GL_MAP_READ_BIT | GL_MAP_WRITE_BIT,
    581                                   &srb->Map, &srb->RowStride);
    582    }
    583 
    584    assert(srb->Map);
    585 }
    586 
    587 
    588 static void
    589 unmap_attachment(struct gl_context *ctx,
    590                    struct gl_framebuffer *fb,
    591                    gl_buffer_index buffer)
    592 {
    593    struct gl_texture_object *texObj = fb->Attachment[buffer].Texture;
    594    struct gl_renderbuffer *rb = fb->Attachment[buffer].Renderbuffer;
    595    struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
    596 
    597    if (texObj) {
    598       /* unmap texture image (render to texture) */
    599       const GLuint level = fb->Attachment[buffer].TextureLevel;
    600       const GLuint face = fb->Attachment[buffer].CubeMapFace;
    601       const GLuint slice = fb->Attachment[buffer].Zoffset;
    602       struct gl_texture_image *texImage = texObj->Image[face][level];
    603       if (texImage) {
    604          ctx->Driver.UnmapTextureImage(ctx, texImage, slice);
    605       }
    606    }
    607    else if (rb) {
    608       /* unmap ordinary renderbuffer */
    609       ctx->Driver.UnmapRenderbuffer(ctx, rb);
    610    }
    611 
    612    srb->Map = NULL;
    613 }
    614 
    615 
    616 /**
    617  * Determine what type to use (ubyte vs. float) for span colors for the
    618  * given renderbuffer.
    619  * See also _swrast_write_rgba_span().
    620  */
    621 static void
    622 find_renderbuffer_colortype(struct gl_renderbuffer *rb)
    623 {
    624    struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
    625    GLuint rbMaxBits = _mesa_get_format_max_bits(rb->Format);
    626    GLenum rbDatatype = _mesa_get_format_datatype(rb->Format);
    627 
    628    if (rbDatatype == GL_UNSIGNED_NORMALIZED && rbMaxBits <= 8) {
    629       /* the buffer's values fit in GLubyte values */
    630       srb->ColorType = GL_UNSIGNED_BYTE;
    631    }
    632    else {
    633       /* use floats otherwise */
    634       srb->ColorType = GL_FLOAT;
    635    }
    636 }
    637 
    638 
    639 /**
    640  * Map the renderbuffers we'll use for tri/line/point rendering.
    641  */
    642 void
    643 _swrast_map_renderbuffers(struct gl_context *ctx)
    644 {
    645    struct gl_framebuffer *fb = ctx->DrawBuffer;
    646    struct gl_renderbuffer *depthRb, *stencilRb;
    647    GLuint buf;
    648 
    649    depthRb = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
    650    if (depthRb) {
    651       /* map depth buffer */
    652       map_attachment(ctx, fb, BUFFER_DEPTH);
    653    }
    654 
    655    stencilRb = fb->Attachment[BUFFER_STENCIL].Renderbuffer;
    656    if (stencilRb && stencilRb != depthRb) {
    657       /* map stencil buffer */
    658       map_attachment(ctx, fb, BUFFER_STENCIL);
    659    }
    660 
    661    for (buf = 0; buf < fb->_NumColorDrawBuffers; buf++) {
    662       if (fb->_ColorDrawBufferIndexes[buf] >= 0) {
    663          map_attachment(ctx, fb, fb->_ColorDrawBufferIndexes[buf]);
    664          find_renderbuffer_colortype(fb->_ColorDrawBuffers[buf]);
    665       }
    666    }
    667 }
    668 
    669 
    670 /**
    671  * Unmap renderbuffers after rendering.
    672  */
    673 void
    674 _swrast_unmap_renderbuffers(struct gl_context *ctx)
    675 {
    676    struct gl_framebuffer *fb = ctx->DrawBuffer;
    677    struct gl_renderbuffer *depthRb, *stencilRb;
    678    GLuint buf;
    679 
    680    depthRb = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
    681    if (depthRb) {
    682       /* map depth buffer */
    683       unmap_attachment(ctx, fb, BUFFER_DEPTH);
    684    }
    685 
    686    stencilRb = fb->Attachment[BUFFER_STENCIL].Renderbuffer;
    687    if (stencilRb && stencilRb != depthRb) {
    688       /* map stencil buffer */
    689       unmap_attachment(ctx, fb, BUFFER_STENCIL);
    690    }
    691 
    692    for (buf = 0; buf < fb->_NumColorDrawBuffers; buf++) {
    693       if (fb->_ColorDrawBufferIndexes[buf] >= 0) {
    694          unmap_attachment(ctx, fb, fb->_ColorDrawBufferIndexes[buf]);
    695       }
    696    }
    697 }
    698