{
driRenderbuffer *frontRb
- = driNewRenderbuffer(GL_RGBA, NULL, screen->cpp,
+ = driNewRenderbuffer(MESA_FORMAT_ARGB8888, NULL, screen->cpp,
screen->frontOffset, screen->frontPitch,
driDrawPriv);
s3vSetSpanFunctions(frontRb, mesaVis);
if (mesaVis->doubleBufferMode) {
driRenderbuffer *backRb
- = driNewRenderbuffer(GL_RGBA, NULL, screen->cpp,
+ = driNewRenderbuffer(MESA_FORMAT_ARGB8888, NULL, screen->cpp,
screen->backOffset, screen->backPitch,
driDrawPriv);
s3vSetSpanFunctions(backRb, mesaVis);
if (mesaVis->depthBits == 16) {
driRenderbuffer *depthRb
- = driNewRenderbuffer(GL_DEPTH_COMPONENT16, NULL, screen->cpp,
+ = driNewRenderbuffer(MESA_FORMAT_Z16, NULL, screen->cpp,
screen->depthOffset, screen->depthPitch,
driDrawPriv);
s3vSetSpanFunctions(depthRb, mesaVis);
}
else if (mesaVis->depthBits == 24) {
driRenderbuffer *depthRb
- = driNewRenderbuffer(GL_DEPTH_COMPONENT24, NULL, screen->cpp,
+ = driNewRenderbuffer(MESA_FORMAT_Z24_S8, NULL, screen->cpp,
screen->depthOffset, screen->depthPitch,
driDrawPriv);
s3vSetSpanFunctions(depthRb, mesaVis);
/* no h/w stencil yet?
if (mesaVis->stencilBits > 0) {
driRenderbuffer *stencilRb
- = driNewRenderbuffer(GL_STENCIL_INDEX8_EXT, NULL,
+ = driNewRenderbuffer(MESA_FORMAT_S8, NULL,
screen->cpp, screen->depthOffset,
screen->depthPitch, driDrawPriv);
s3vSetSpanFunctions(stencilRb, mesaVis);