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authorMarek Olšák <[email protected]>2012-12-03 05:36:08 +0100
committerMarek Olšák <[email protected]>2012-12-07 14:19:29 +0100
commit35840ab189595b817fa8b1a1df8cc92474a7c38d (patch)
tree8c24773dedcfc0663c1388ed77ba30dc34212ed6 /src/mesa/state_tracker
parent919f788b92362676fa368d9950532f82f762cdfb (diff)
st/dri: implement MSAA for GLX/DRI2 framebuffers
All MSAA buffers are allocated privately and resolved into the DRI-provided back and front buffers. If an MSAA visual is chosen, the buffers st/mesa receives are all multi-sample. st/mesa doesn't have access to the single-sample buffers in that case. This makes MSAA work in games like Nexuiz. Reviewed-by: Brian Paul <[email protected]>
Diffstat (limited to 'src/mesa/state_tracker')
-rw-r--r--src/mesa/state_tracker/st_manager.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/mesa/state_tracker/st_manager.c b/src/mesa/state_tracker/st_manager.c
index da581861479..b065db0acdf 100644
--- a/src/mesa/state_tracker/st_manager.c
+++ b/src/mesa/state_tracker/st_manager.c
@@ -398,7 +398,7 @@ st_visual_to_context_mode(const struct st_visual *visual,
UTIL_FORMAT_COLORSPACE_RGB, 3);
}
- if (visual->samples) {
+ if (visual->samples > 1) {
mode->sampleBuffers = 1;
mode->samples = visual->samples;
}
@@ -899,7 +899,7 @@ static const struct st_api st_gl_api = {
ST_PROFILE_OPENGL_ES2_MASK |
#endif
0,
- 0,
+ ST_API_FEATURE_MS_VISUALS_MASK,
st_api_destroy,
st_api_get_proc_address,
st_api_create_context,