added Read/DrawBuffer porting info

This commit is contained in:
Brian Paul 2002-07-09 01:28:03 +00:00
parent 3b4fbbc129
commit 55c82c596e

View file

@ -172,7 +172,7 @@ are some things to change:
<none> TEXTURE_RECT_BIT
These tokens are only used for the ctx->Texture.Unit[i].Enabled and
ctx->Texture.Unit[i]._ReallyEnabled fields. Exactly 0 or 1 bit will
ctx->Texture.Unit[i]._ReallyEnabled fields. Exactly 0 or 1 bits will
be set in _ReallyEnabled at any time!
Q: "What's the purpose of Unit[i].Enabled vs Unit[i]._ReallyEnabled?"
@ -202,5 +202,34 @@ are some things to change:
3. Read/Draw Buffer changes
The business of setting the current read/draw buffers in Mesa 4.0.x
was complicated. It's much simpler now in Mesa 4.1.
Here are the changes:
- Rename ctx->Color.DrawDestMask to ctx->Color._DrawDestMask
- Rename ctx->Color.DriverDrawBuffer to ctx->Color._DriverDrawBuffer
- Rename ctx->Pixel.DriverReadBuffer to ctx->Pixel._DriverReadBuffer
- Removed ctx->Color.MultiDrawBuffer
- Removed ctx->Driver.SetDrawBuffer
- Added ctx->Driver.DrawBuffer and ctx->Driver.ReadBuffer. These functions
exactly correspond to glDrawBuffer and glReadBuffer calls.
Many drivers will set ctx->Driver.DrawBuffer = _swrast_DrawBuffer and
leave ctx->Draw.ReadBuffer NULL.
DRI drivers should implement their own function for ctx->Driver.DrawBuffer
and use it to set the current hardware drawing buffer. You'll probably
also want to check for GL_FRONT_AND_BACK mode and fall back to software.
Call _swrast_DrawBuffer() too, to update the swrast state.
- Removed swrast->Driver.SetReadBuffer
- Added swrast->Driver.SetBuffer. This function should be implemented by
_all_ device drivers. Mesa will call it to specify the buffer to use
for span reading AND writing and point/line/triangle rendering. There
should be no confusion between current read or draw buffer anymore.
----------------------------------------------------------------------
$Id: RELNOTES-4.1,v 1.12 2002/06/30 15:49:03 brianp Exp $
$Id: RELNOTES-4.1,v 1.13 2002/07/09 01:28:03 brianp Exp $