#include "st_context.h"
#include "st_atom.h"
#include "st_cb_fbo.h"
+#include "st_public.h"
#include "st_texture.h"
#include "pipe/p_context.h"
#include "pipe/p_inlines.h"
/* Examine Mesa's ctx->DrawBuffer->_ColorDrawBuffers state
* to determine which surfaces to draw to
*/
- framebuffer->num_cbufs = 0;
+ framebuffer->nr_cbufs = 0;
for (i = 0; i < fb->_NumColorDrawBuffers; i++) {
strb = st_renderbuffer(fb->_ColorDrawBuffers[i]);
/* rendering to a GL texture, may have to update surface */
update_renderbuffer_surface(st, strb);
}
-
- assert(strb->surface);
- framebuffer->cbufs[framebuffer->num_cbufs] = strb->surface;
- framebuffer->num_cbufs++;
+
+ if (strb->surface) {
+ framebuffer->cbufs[framebuffer->nr_cbufs] = strb->surface;
+ framebuffer->nr_cbufs++;
+ }
}
strb = st_renderbuffer(fb->Attachment[BUFFER_DEPTH].Renderbuffer);
update_renderbuffer_surface(st, strb);
}
- assert(strb->surface);
framebuffer->zsbuf = strb->surface;
}
else {
if (fb->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT) {
if (st->frontbuffer_status == FRONT_STATUS_COPY_OF_BACK) {
- /* XXX copy back buf to front? */
+ /* copy back color buffer to front color buffer */
+ struct st_framebuffer *stfb = (struct st_framebuffer *) fb;
+ struct pipe_surface *surf_front, *surf_back;
+ (void) st_get_framebuffer_surface(stfb, ST_SURFACE_FRONT_LEFT, &surf_front);
+ (void) st_get_framebuffer_surface(stfb, ST_SURFACE_BACK_LEFT, &surf_back);
+
+ st->pipe->surface_copy(st->pipe,
+ FALSE,
+ surf_front, 0, 0, /* dest */
+ surf_back, 0, 0, /* src */
+ fb->Width, fb->Height);
}
/* we're assuming we'll really draw to the front buffer */
st->frontbuffer_status = FRONT_STATUS_DIRTY;