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https://gitlab.freedesktop.org/mesa/mesa.git
synced 2025-12-25 00:00:11 +01:00
st_create_framebuffer() working
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bffed01e27
commit
e49efdab4a
1 changed files with 17 additions and 30 deletions
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@ -28,8 +28,11 @@
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#include "main/imports.h"
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#include "main/context.h"
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#include "main/framebuffer.h"
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#include "main/renderbuffer.h"
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#include "st_public.h"
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#include "st_context.h"
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#include "st_cb_fbo.h"
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struct st_framebuffer *st_create_framebuffer( const __GLcontextModes *visual )
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@ -37,64 +40,48 @@ struct st_framebuffer *st_create_framebuffer( const __GLcontextModes *visual )
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struct st_framebuffer *stfb
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= CALLOC_STRUCT(st_framebuffer);
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if (stfb) {
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GLboolean swStencil = (visual->stencilBits > 0 &&
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visual->depthBits != 24);
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GLenum rgbFormat = (visual->redBits == 5 ? GL_RGB5 : GL_RGBA8);
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#if 0
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/* from intel driver... */
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GLboolean swStencil = (mesaVis->stencilBits > 0 &&
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mesaVis->depthBits != 24);
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GLenum rgbFormat = (mesaVis->redBits == 5 ? GL_RGB5 : GL_RGBA8);
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struct intel_framebuffer *intel_fb = CALLOC_STRUCT(intel_framebuffer);
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if (!intel_fb)
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return GL_FALSE;
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_mesa_initialize_framebuffer(&intel_fb->Base, mesaVis);
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/*
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* XXX Create pipe_surfaces for front/back buffers,
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* hand them to state tracker to create a framebuffer object.
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*/
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_mesa_initialize_framebuffer(&stfb->Base, visual);
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{
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/* fake frontbuffer */
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/* XXX allocation should only happen in the unusual case
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it's actually needed */
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struct gl_renderbuffer *rb = st_new_renderbuffer_fb(rgbFormat);
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_mesa_add_renderbuffer(&intel_fb->Base, BUFFER_FRONT_LEFT, rb);
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_mesa_add_renderbuffer(&stfb->Base, BUFFER_FRONT_LEFT, rb);
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}
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if (mesaVis->doubleBufferMode) {
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if (visual->doubleBufferMode) {
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struct gl_renderbuffer *rb = st_new_renderbuffer_fb(rgbFormat);
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_mesa_add_renderbuffer(&intel_fb->Base, BUFFER_BACK_LEFT, rb);
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_mesa_add_renderbuffer(&stfb->Base, BUFFER_BACK_LEFT, rb);
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}
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if (mesaVis->depthBits == 24 && mesaVis->stencilBits == 8) {
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if (visual->depthBits == 24 && visual->stencilBits == 8) {
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/* combined depth/stencil buffer */
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struct gl_renderbuffer *depthStencilRb
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= st_new_renderbuffer_fb(GL_DEPTH24_STENCIL8_EXT);
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/* note: bind RB to two attachment points */
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_mesa_add_renderbuffer(&intel_fb->Base, BUFFER_DEPTH, depthStencilRb);
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_mesa_add_renderbuffer(&intel_fb->Base, BUFFER_STENCIL,depthStencilRb);
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_mesa_add_renderbuffer(&stfb->Base, BUFFER_DEPTH, depthStencilRb);
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_mesa_add_renderbuffer(&stfb->Base, BUFFER_STENCIL,depthStencilRb);
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}
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else if (mesaVis->depthBits == 16) {
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else if (visual->depthBits == 16) {
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/* just 16-bit depth buffer, no hw stencil */
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struct gl_renderbuffer *depthRb
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= st_new_renderbuffer_fb(GL_DEPTH_COMPONENT16);
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_mesa_add_renderbuffer(&intel_fb->Base, BUFFER_DEPTH, depthRb);
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_mesa_add_renderbuffer(&stfb->Base, BUFFER_DEPTH, depthRb);
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}
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/* now add any/all software-based renderbuffers we may need */
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_mesa_add_soft_renderbuffers(&intel_fb->Base,
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_mesa_add_soft_renderbuffers(&stfb->Base,
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GL_FALSE, /* never sw color */
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GL_FALSE, /* never sw depth */
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swStencil, mesaVis->accumRedBits > 0,
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swStencil, visual->accumRedBits > 0,
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GL_FALSE, /* never sw alpha */
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GL_FALSE /* never sw aux */ );
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driDrawPriv->driverPrivate = (void *) intel_fb;
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#endif
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}
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return stfb;
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