#include <stdio.h>
#include "glheader.h"
-#include "imports.h"
+
#include "blend.h"
#include "buffers.h"
#include "context.h"
#include "texobj.h"
#include "glformats.h"
#include "state.h"
+#include "util/u_memory.h"
struct gl_framebuffer *fb)
{
memset(&fb->Visual, 0, sizeof(fb->Visual));
- fb->Visual.rgbMode = GL_TRUE; /* assume this */
/* find first RGB renderbuffer */
for (unsigned i = 0; i < BUFFER_COUNT; i++) {
fb->Visual.alphaBits = _mesa_get_format_bits(fmt, GL_ALPHA_BITS);
fb->Visual.rgbBits = fb->Visual.redBits
+ fb->Visual.greenBits + fb->Visual.blueBits;
- if (_mesa_get_format_color_encoding(fmt) == GL_SRGB)
+ if (_mesa_is_format_srgb(fmt))
fb->Visual.sRGBCapable = ctx->Extensions.EXT_sRGB;
break;
}
const struct gl_renderbuffer *rb =
fb->Attachment[BUFFER_DEPTH].Renderbuffer;
const mesa_format fmt = rb->Format;
- fb->Visual.haveDepthBuffer = GL_TRUE;
fb->Visual.depthBits = _mesa_get_format_bits(fmt, GL_DEPTH_BITS);
}
const struct gl_renderbuffer *rb =
fb->Attachment[BUFFER_STENCIL].Renderbuffer;
const mesa_format fmt = rb->Format;
- fb->Visual.haveStencilBuffer = GL_TRUE;
fb->Visual.stencilBits = _mesa_get_format_bits(fmt, GL_STENCIL_BITS);
}
const struct gl_renderbuffer *rb =
fb->Attachment[BUFFER_ACCUM].Renderbuffer;
const mesa_format fmt = rb->Format;
- fb->Visual.haveAccumBuffer = GL_TRUE;
fb->Visual.accumRedBits = _mesa_get_format_bits(fmt, GL_RED_BITS);
fb->Visual.accumGreenBits = _mesa_get_format_bits(fmt, GL_GREEN_BITS);
fb->Visual.accumBlueBits = _mesa_get_format_bits(fmt, GL_BLUE_BITS);
}
compute_depth_max(fb);
+ _mesa_update_allow_draw_out_of_order(ctx);
}
return GL_RGB;
case MESA_FORMAT_RG_FLOAT32:
case MESA_FORMAT_RG_FLOAT16:
- case MESA_FORMAT_R8G8_UNORM:
- case MESA_FORMAT_R8G8_SNORM:
+ case MESA_FORMAT_RG_UNORM8:
return GL_RG;
case MESA_FORMAT_RG_SINT32:
case MESA_FORMAT_RG_UINT32: