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/**************************************************************************
*
* 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;
}
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