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authorBrian Paul <[email protected]>1999-12-10 19:09:21 +0000
committerBrian Paul <[email protected]>1999-12-10 19:09:21 +0000
commit5c3bee503999fbc0d7c65462ff62f9e38fe40e33 (patch)
tree0c6d7bf09b9dbd5a50eb79cb1e1e29cd35d8edb3 /src/mesa/main/context.c
parentf5abeebf491f8f8d0ae57d602fb3166b52b475b6 (diff)
changes in hardware depth buffer support
Diffstat (limited to 'src/mesa/main/context.c')
-rw-r--r--src/mesa/main/context.c71
1 files changed, 38 insertions, 33 deletions
diff --git a/src/mesa/main/context.c b/src/mesa/main/context.c
index 69d0a0320de..0d756de63e9 100644
--- a/src/mesa/main/context.c
+++ b/src/mesa/main/context.c
@@ -1,4 +1,4 @@
-/* $Id: context.c,v 1.26 1999/12/04 21:23:17 brianp Exp $ */
+/* $Id: context.c,v 1.27 1999/12/10 19:09:21 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -1277,10 +1277,11 @@ GLcontext *gl_create_context( GLvisual *visual,
/* Fill in some driver defaults now.
*/
+#if 0
ctx->Driver.AllocDepthBuffer = gl_alloc_depth_buffer;
ctx->Driver.ReadDepthSpanFloat = gl_read_depth_span_float;
ctx->Driver.ReadDepthSpanInt = gl_read_depth_span_int;
-
+#endif
#ifdef PROFILE
init_timings( ctx );
@@ -1427,18 +1428,47 @@ void gl_destroy_context( GLcontext *ctx )
* encapsulates the depth, stencil and accum buffers and related
* parameters.
* Input: visual - a GLvisual pointer
+ * softwareDepth - create/use a software depth buffer?
+ * softwareStencil - create/use a software stencil buffer?
+ * softwareAccum - create/use a software accum buffer?
+ * softwareAlpha - create/use a software alpha buffer?
+
* Return: pointer to new GLframebuffer struct or NULL if error.
*/
-GLframebuffer *gl_create_framebuffer( GLvisual *visual )
+GLframebuffer *gl_create_framebuffer( GLvisual *visual,
+ GLboolean softwareDepth,
+ GLboolean softwareStencil,
+ GLboolean softwareAccum,
+ GLboolean softwareAlpha )
{
GLframebuffer *buffer;
- buffer = (GLframebuffer *) CALLOC( sizeof(GLframebuffer) );
+ buffer = CALLOC_STRUCT(gl_frame_buffer);
if (!buffer) {
return NULL;
}
+ /* sanity checks */
+ if (softwareDepth ) {
+ assert(visual->DepthBits > 0);
+ }
+ if (softwareStencil) {
+ assert(visual->StencilBits > 0);
+ }
+ if (softwareAccum) {
+ assert(visual->RGBAflag);
+ assert(visual->AccumBits > 0);
+ }
+ if (softwareAlpha) {
+ assert(visual->RGBAflag);
+ assert(visual->AlphaBits > 0);
+ }
+
buffer->Visual = visual;
+ buffer->UseSoftwareDepthBuffer = softwareDepth;
+ buffer->UseSoftwareStencilBuffer = softwareStencil;
+ buffer->UseSoftwareAccumBuffer = softwareAccum;
+ buffer->UseSoftwareAlphaBuffers = softwareAlpha;
return buffer;
}
@@ -1694,15 +1724,15 @@ _mesa_ResizeBuffersMESA( void )
ctx->DrawBuffer->Height = buf_height;
/* Reallocate other buffers if needed. */
- if (ctx->Visual->DepthBits>0) {
+ if (ctx->DrawBuffer->UseSoftwareDepthBuffer) {
/* reallocate depth buffer */
- (*ctx->Driver.AllocDepthBuffer)( ctx );
+ gl_alloc_depth_buffer( ctx );
}
- if (ctx->Visual->StencilBits>0) {
+ if (ctx->DrawBuffer->UseSoftwareStencilBuffer) {
/* reallocate stencil buffer */
gl_alloc_stencil_buffer( ctx );
}
- if (ctx->Visual->AccumBits>0) {
+ if (ctx->DrawBuffer->UseSoftwareAccumBuffer) {
/* reallocate accum buffer */
gl_alloc_accum_buffer( ctx );
}
@@ -2197,31 +2227,6 @@ void gl_update_state( GLcontext *ctx )
ctx->DrawBuffer->Ymax = ctx->Scissor.Y + ctx->Scissor.Height - 1;
}
}
-
- /* The driver isn't managing the depth buffer.
- */
- if (ctx->Driver.AllocDepthBuffer == gl_alloc_depth_buffer)
- {
- if (ctx->Depth.Mask) {
- switch (ctx->Depth.Func) {
- case GL_LESS:
- ctx->Driver.DepthTestSpan = gl_depth_test_span_less;
- ctx->Driver.DepthTestPixels = gl_depth_test_pixels_less;
- break;
- case GL_GREATER:
- ctx->Driver.DepthTestSpan = gl_depth_test_span_greater;
- ctx->Driver.DepthTestPixels = gl_depth_test_pixels_greater;
- break;
- default:
- ctx->Driver.DepthTestSpan = gl_depth_test_span_generic;
- ctx->Driver.DepthTestPixels = gl_depth_test_pixels_generic;
- }
- }
- else {
- ctx->Driver.DepthTestSpan = gl_depth_test_span_generic;
- ctx->Driver.DepthTestPixels = gl_depth_test_pixels_generic;
- }
- }
}
if (ctx->NewState & NEW_LIGHTING) {