/************************************************************************** * * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sub license, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial portions * of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * **************************************************************************/ #include "main/imports.h" #include "main/context.h" #include "main/framebuffer.h" #include "main/renderbuffer.h" #include "st_public.h" #include "st_context.h" #include "st_cb_fbo.h" struct st_framebuffer *st_create_framebuffer( const __GLcontextModes *visual ) { struct st_framebuffer *stfb = CALLOC_STRUCT(st_framebuffer); if (stfb) { GLboolean swStencil = (visual->stencilBits > 0 && visual->depthBits != 24); GLenum rgbFormat = (visual->redBits == 5 ? GL_RGB5 : GL_RGBA8); _mesa_initialize_framebuffer(&stfb->Base, visual); { /* fake frontbuffer */ /* XXX allocation should only happen in the unusual case it's actually needed */ struct gl_renderbuffer *rb = st_new_renderbuffer_fb(rgbFormat); _mesa_add_renderbuffer(&stfb->Base, BUFFER_FRONT_LEFT, rb); } if (visual->doubleBufferMode) { struct gl_renderbuffer *rb = st_new_renderbuffer_fb(rgbFormat); _mesa_add_renderbuffer(&stfb->Base, BUFFER_BACK_LEFT, rb); } if (visual->depthBits == 24 && visual->stencilBits == 8) { /* combined depth/stencil buffer */ struct gl_renderbuffer *depthStencilRb = st_new_renderbuffer_fb(GL_DEPTH24_STENCIL8_EXT); /* note: bind RB to two attachment points */ _mesa_add_renderbuffer(&stfb->Base, BUFFER_DEPTH, depthStencilRb); _mesa_add_renderbuffer(&stfb->Base, BUFFER_STENCIL,depthStencilRb); } else if (visual->depthBits == 16) { /* just 16-bit depth buffer, no hw stencil */ struct gl_renderbuffer *depthRb = st_new_renderbuffer_fb(GL_DEPTH_COMPONENT16); _mesa_add_renderbuffer(&stfb->Base, BUFFER_DEPTH, depthRb); } /* now add any/all software-based renderbuffers we may need */ _mesa_add_soft_renderbuffers(&stfb->Base, GL_FALSE, /* never sw color */ GL_FALSE, /* never sw depth */ swStencil, visual->accumRedBits > 0, GL_FALSE, /* never sw alpha */ GL_FALSE /* never sw aux */ ); } return stfb; }