#include "format_unpack.h"
#include "format_pack.h"
#include "framebuffer.h"
-#include "imports.h"
+
#include "macros.h"
#include "state.h"
#include "mtypes.h"
height = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin;
ctx->Driver.MapRenderbuffer(ctx, accRb, x, y, width, height,
- GL_MAP_WRITE_BIT, &accMap, &accRowStride);
+ GL_MAP_WRITE_BIT, &accMap, &accRowStride,
+ ctx->DrawBuffer->FlipY);
if (!accMap) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glAccum");
for (j = 0; j < height; j++) {
GLshort *row = (GLshort *) accMap;
-
+
for (i = 0; i < width; i++) {
row[i * 4 + 0] = clearR;
row[i * 4 + 1] = clearG;
ctx->Driver.MapRenderbuffer(ctx, accRb, xpos, ypos, width, height,
GL_MAP_READ_BIT | GL_MAP_WRITE_BIT,
- &accMap, &accRowStride);
+ &accMap, &accRowStride,
+ ctx->DrawBuffer->FlipY);
if (!accMap) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glAccum");
/* Map accum buffer */
ctx->Driver.MapRenderbuffer(ctx, accRb, xpos, ypos, width, height,
- mappingFlags, &accMap, &accRowStride);
+ mappingFlags, &accMap, &accRowStride,
+ ctx->DrawBuffer->FlipY);
if (!accMap) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glAccum");
return;
/* Map color buffer */
ctx->Driver.MapRenderbuffer(ctx, colorRb, xpos, ypos, width, height,
GL_MAP_READ_BIT,
- &colorMap, &colorRowStride);
+ &colorMap, &colorRowStride,
+ ctx->DrawBuffer->FlipY);
if (!colorMap) {
ctx->Driver.UnmapRenderbuffer(ctx, accRb);
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glAccum");
/* Map accum buffer */
ctx->Driver.MapRenderbuffer(ctx, accRb, xpos, ypos, width, height,
GL_MAP_READ_BIT,
- &accMap, &accRowStride);
+ &accMap, &accRowStride, fb->FlipY);
if (!accMap) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glAccum");
return;
/* Map color buffer */
ctx->Driver.MapRenderbuffer(ctx, colorRb, xpos, ypos, width, height,
- mappingFlags, &colorMap, &colorRowStride);
+ mappingFlags, &colorMap, &colorRowStride,
+ fb->FlipY);
if (!colorMap) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glAccum");
continue;
}
-void
+void
_mesa_init_accum( struct gl_context *ctx )
{
/* Accumulate buffer group */
return;
}
- if (ctx->DrawBuffer->Visual.haveAccumBuffer == 0) {
+ if (ctx->DrawBuffer->Visual.accumRedBits == 0) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glAccum(no accum buffer)");
return;
}