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-rw-r--r--src/mesa/swrast/s_renderbuffer.c121
-rw-r--r--src/mesa/swrast/s_texture.c121
2 files changed, 121 insertions, 121 deletions
diff --git a/src/mesa/swrast/s_renderbuffer.c b/src/mesa/swrast/s_renderbuffer.c
index 378e3a7e39a..501b4698c8e 100644
--- a/src/mesa/swrast/s_renderbuffer.c
+++ b/src/mesa/swrast/s_renderbuffer.c
@@ -552,3 +552,124 @@ _swrast_add_soft_renderbuffers(struct gl_framebuffer *fb,
}
#endif
}
+
+
+
+static void
+map_attachment(struct gl_context *ctx,
+ struct gl_framebuffer *fb,
+ gl_buffer_index buffer)
+{
+ struct gl_texture_object *texObj = fb->Attachment[buffer].Texture;
+ struct gl_renderbuffer *rb = fb->Attachment[buffer].Renderbuffer;
+ struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
+
+ if (texObj) {
+ const GLuint level = fb->Attachment[buffer].TextureLevel;
+ const GLuint face = fb->Attachment[buffer].CubeMapFace;
+ struct gl_texture_image *texImage = texObj->Image[face][level];
+ if (texImage) {
+ struct swrast_texture_image *swImage
+ = swrast_texture_image(texImage);
+
+ /* XXX we'll eventually call _swrast_map_teximage() here */
+ swImage->Map = swImage->Buffer;
+ if (srb) {
+ srb->Map = swImage->Buffer;
+ srb->RowStride = swImage->RowStride *
+ _mesa_get_format_bytes(swImage->Base.TexFormat);
+ }
+ }
+ }
+ else if (rb) {
+ /* Map ordinary renderbuffer */
+ ctx->Driver.MapRenderbuffer(ctx, rb,
+ 0, 0, rb->Width, rb->Height,
+ GL_MAP_READ_BIT | GL_MAP_WRITE_BIT,
+ &srb->Map, &srb->RowStride);
+ assert(srb->Map);
+ }
+}
+
+
+static void
+unmap_attachment(struct gl_context *ctx,
+ struct gl_framebuffer *fb,
+ gl_buffer_index buffer)
+{
+ struct gl_texture_object *texObj = fb->Attachment[buffer].Texture;
+ struct gl_renderbuffer *rb = fb->Attachment[buffer].Renderbuffer;
+ struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
+
+ if (texObj) {
+ const GLuint level = fb->Attachment[buffer].TextureLevel;
+ const GLuint face = fb->Attachment[buffer].CubeMapFace;
+ struct gl_texture_image *texImage = texObj->Image[face][level];
+ if (texImage) {
+
+ /* XXX we'll eventually call _swrast_unmap_teximage() here */
+ }
+ }
+ else if (rb) {
+ /* unmap ordinary renderbuffer */
+ ctx->Driver.UnmapRenderbuffer(ctx, rb);
+ }
+
+ srb->Map = NULL;
+}
+
+
+/**
+ * Map the renderbuffers we'll use for tri/line/point rendering.
+ */
+void
+_swrast_map_renderbuffers(struct gl_context *ctx)
+{
+ struct gl_framebuffer *fb = ctx->DrawBuffer;
+ struct gl_renderbuffer *depthRb, *stencilRb;
+ GLuint buf;
+
+ depthRb = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
+ if (depthRb) {
+ /* map depth buffer */
+ map_attachment(ctx, fb, BUFFER_DEPTH);
+ }
+
+ stencilRb = fb->Attachment[BUFFER_STENCIL].Renderbuffer;
+ if (stencilRb && stencilRb != depthRb) {
+ /* map stencil buffer */
+ map_attachment(ctx, fb, BUFFER_STENCIL);
+ }
+
+ for (buf = 0; buf < fb->_NumColorDrawBuffers; buf++) {
+ map_attachment(ctx, fb, fb->_ColorDrawBufferIndexes[buf]);
+ }
+}
+
+
+/**
+ * Unmap renderbuffers after rendering.
+ */
+void
+_swrast_unmap_renderbuffers(struct gl_context *ctx)
+{
+ struct gl_framebuffer *fb = ctx->DrawBuffer;
+ struct gl_renderbuffer *depthRb, *stencilRb;
+ GLuint buf;
+
+ depthRb = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
+ if (depthRb) {
+ /* map depth buffer */
+ unmap_attachment(ctx, fb, BUFFER_DEPTH);
+ }
+
+ stencilRb = fb->Attachment[BUFFER_STENCIL].Renderbuffer;
+ if (stencilRb && stencilRb != depthRb) {
+ /* map stencil buffer */
+ unmap_attachment(ctx, fb, BUFFER_STENCIL);
+ }
+
+ for (buf = 0; buf < fb->_NumColorDrawBuffers; buf++) {
+ unmap_attachment(ctx, fb, fb->_ColorDrawBufferIndexes[buf]);
+ }
+}
diff --git a/src/mesa/swrast/s_texture.c b/src/mesa/swrast/s_texture.c
index 0a87b7327e0..72d30930001 100644
--- a/src/mesa/swrast/s_texture.c
+++ b/src/mesa/swrast/s_texture.c
@@ -315,127 +315,6 @@ _swrast_unmap_textures(struct gl_context *ctx)
}
-static void
-map_attachment(struct gl_context *ctx,
- struct gl_framebuffer *fb,
- gl_buffer_index buffer)
-{
- struct gl_texture_object *texObj = fb->Attachment[buffer].Texture;
- struct gl_renderbuffer *rb = fb->Attachment[buffer].Renderbuffer;
- struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
-
- if (texObj) {
- const GLuint level = fb->Attachment[buffer].TextureLevel;
- const GLuint face = fb->Attachment[buffer].CubeMapFace;
- struct gl_texture_image *texImage = texObj->Image[face][level];
- if (texImage) {
- struct swrast_texture_image *swImage
- = swrast_texture_image(texImage);
-
- /* XXX we'll eventually call _swrast_map_teximage() here */
- swImage->Map = swImage->Buffer;
- if (srb) {
- srb->Map = swImage->Buffer;
- srb->RowStride = swImage->RowStride *
- _mesa_get_format_bytes(swImage->Base.TexFormat);
- }
- }
- }
- else if (rb) {
- /* Map ordinary renderbuffer */
- ctx->Driver.MapRenderbuffer(ctx, rb,
- 0, 0, rb->Width, rb->Height,
- GL_MAP_READ_BIT | GL_MAP_WRITE_BIT,
- &srb->Map, &srb->RowStride);
- assert(srb->Map);
- }
-}
-
-
-static void
-unmap_attachment(struct gl_context *ctx,
- struct gl_framebuffer *fb,
- gl_buffer_index buffer)
-{
- struct gl_texture_object *texObj = fb->Attachment[buffer].Texture;
- struct gl_renderbuffer *rb = fb->Attachment[buffer].Renderbuffer;
- struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
-
- if (texObj) {
- const GLuint level = fb->Attachment[buffer].TextureLevel;
- const GLuint face = fb->Attachment[buffer].CubeMapFace;
- struct gl_texture_image *texImage = texObj->Image[face][level];
- if (texImage) {
-
- /* XXX we'll eventually call _swrast_unmap_teximage() here */
- }
- }
- else if (rb) {
- /* unmap ordinary renderbuffer */
- ctx->Driver.UnmapRenderbuffer(ctx, rb);
- }
-
- srb->Map = NULL;
-}
-
-
-/**
- * Map the renderbuffers we'll use for tri/line/point rendering.
- */
-void
-_swrast_map_renderbuffers(struct gl_context *ctx)
-{
- struct gl_framebuffer *fb = ctx->DrawBuffer;
- struct gl_renderbuffer *depthRb, *stencilRb;
- GLuint buf;
-
- depthRb = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
- if (depthRb) {
- /* map depth buffer */
- map_attachment(ctx, fb, BUFFER_DEPTH);
- }
-
- stencilRb = fb->Attachment[BUFFER_STENCIL].Renderbuffer;
- if (stencilRb && stencilRb != depthRb) {
- /* map stencil buffer */
- map_attachment(ctx, fb, BUFFER_STENCIL);
- }
-
- for (buf = 0; buf < fb->_NumColorDrawBuffers; buf++) {
- map_attachment(ctx, fb, fb->_ColorDrawBufferIndexes[buf]);
- }
-}
-
-
-/**
- * Unmap renderbuffers after rendering.
- */
-void
-_swrast_unmap_renderbuffers(struct gl_context *ctx)
-{
- struct gl_framebuffer *fb = ctx->DrawBuffer;
- struct gl_renderbuffer *depthRb, *stencilRb;
- GLuint buf;
-
- depthRb = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
- if (depthRb) {
- /* map depth buffer */
- unmap_attachment(ctx, fb, BUFFER_DEPTH);
- }
-
- stencilRb = fb->Attachment[BUFFER_STENCIL].Renderbuffer;
- if (stencilRb && stencilRb != depthRb) {
- /* map stencil buffer */
- unmap_attachment(ctx, fb, BUFFER_STENCIL);
- }
-
- for (buf = 0; buf < fb->_NumColorDrawBuffers; buf++) {
- unmap_attachment(ctx, fb, fb->_ColorDrawBufferIndexes[buf]);
- }
-}
-
-
-
/**
* Called via ctx->Driver.AllocTextureStorage()
* Just have to allocate memory for the texture images.