-/**
- * \file buffers.c
- * Frame buffer management.
- */
-
/*
* Mesa 3-D graphics library
- * Version: 6.5
+ * Version: 6.5.2
*
* Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
*
*/
+/**
+ * \file buffers.c
+ * General framebuffer-related functions, like glClear, glScissor, etc.
+ */
+
+
+
#include "glheader.h"
#include "buffers.h"
#include "colormac.h"
}
if (ctx->RenderMode == GL_RENDER) {
- const GLint x = ctx->DrawBuffer->_Xmin;
- const GLint y = ctx->DrawBuffer->_Ymin;
- const GLint height = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin;
- const GLint width = ctx->DrawBuffer->_Xmax - ctx->DrawBuffer->_Xmin;
GLbitfield bufferMask;
/* don't clear depth buffer if depth writing disabled */
}
ASSERT(ctx->Driver.Clear);
- ctx->Driver.Clear( ctx, bufferMask, (GLboolean) !ctx->Scissor.Enabled,
- x, y, width, height );
+ ctx->Driver.Clear(ctx, bufferMask);
}
}
supported_buffer_bitmask(const GLcontext *ctx, GLuint framebufferID)
{
GLbitfield mask = 0x0;
- GLint i;
if (framebufferID > 0) {
/* A user-created renderbuffer */
+ GLuint i;
ASSERT(ctx->Extensions.EXT_framebuffer_object);
for (i = 0; i < ctx->Const.MaxColorAttachments; i++) {
mask |= (BUFFER_BIT_COLOR0 << i);
}
else {
/* A window system renderbuffer */
+ GLint i;
mask = BUFFER_BIT_FRONT_LEFT; /* always have this */
if (ctx->Visual.stereoMode) {
mask |= BUFFER_BIT_FRONT_RIGHT;
ASSERT(output < ctx->Const.MaxDrawBuffers);
+ /* Set per-FBO state */
fb->ColorDrawBuffer[output] = buffer;
fb->_ColorDrawBufferMask[output] = destMask;
-
- if (fb->Name == 0) {
- /* Set traditional state var */
- ctx->Color.DrawBuffer[output] = buffer;
- }
-
/* not really needed, will be set later */
fb->_NumColorDrawBuffers[output] = 0;
+
+ /* Set traditional state var */
+ ctx->Color.DrawBuffer[output] = buffer;
}
* BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_BACK_LEFT).
*/
void
-_mesa_drawbuffers(GLcontext *ctx, GLsizei n, const GLenum *buffers,
+_mesa_drawbuffers(GLcontext *ctx, GLuint n, const GLenum *buffers,
const GLbitfield *destMask)
{
GLbitfield mask[MAX_DRAW_BUFFERS];
- GLint output;
+ GLuint output;
if (!destMask) {
/* compute destMask values now */
#if _HAVE_FULL_GL
/**
+ * XXX THIS IS OBSOLETE - drivers should take care of detecting window
+ * size changes and act accordingly, likely calling _mesa_resize_framebuffer().
+ *
* GL_MESA_resize_buffers extension.
*
* When this function is called, we'll ask the window system how large
* \note This function should only be called through the GL API, not
* from device drivers (as was done in the past).
*/
-void GLAPIENTRY
-_mesa_ResizeBuffersMESA( void )
-{
- GET_CURRENT_CONTEXT(ctx);
+void _mesa_resizebuffers( GLcontext *ctx )
+{
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx );
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glResizeBuffersMESA\n");
+ if (!ctx->Driver.GetBufferSize) {
+ return;
+ }
+
if (ctx->WinSysDrawBuffer) {
GLuint newWidth, newHeight;
GLframebuffer *buffer = ctx->WinSysDrawBuffer;
}
+/*
+ * XXX THIS IS OBSOLETE
+ */
+void GLAPIENTRY
+_mesa_ResizeBuffersMESA( void )
+{
+ GET_CURRENT_CONTEXT(ctx);
+
+ if (ctx->Extensions.MESA_resize_buffers)
+ _mesa_resizebuffers( ctx );
+}
+
+
/*
* XXX move somewhere else someday?
*/
* change flushes the vertices and notifies the driver via
* the dd_function_table::Scissor callback.
*/
-void _mesa_set_scissor( GLcontext *ctx,
- GLint x, GLint y, GLsizei width, GLsizei height )
+void
+_mesa_set_scissor(GLcontext *ctx,
+ GLint x, GLint y, GLsizei width, GLsizei height)
{
if (x == ctx->Scissor.X &&
y == ctx->Scissor.Y &&