#include "pipe/p_screen.h"
#include "st_atom.h"
#include "st_context.h"
+#include "st_cb_bufferobjects.h"
#include "st_cb_fbo.h"
#include "st_cb_flush.h"
#include "st_cb_texture.h"
* renderbuffer). The window system code determines the format.
*/
struct gl_renderbuffer *
-st_new_renderbuffer_fb(enum pipe_format format, int samples, boolean sw)
+st_new_renderbuffer_fb(enum pipe_format format, unsigned samples, boolean sw)
{
struct st_renderbuffer *strb;
strb->software = sw;
switch (format) {
+ case PIPE_FORMAT_B10G10R10A2_UNORM:
+ case PIPE_FORMAT_R10G10B10A2_UNORM:
+ strb->Base.InternalFormat = GL_RGB10_A2;
+ break;
+ case PIPE_FORMAT_R10G10B10X2_UNORM:
+ case PIPE_FORMAT_B10G10R10X2_UNORM:
+ strb->Base.InternalFormat = GL_RGB10;
+ break;
case PIPE_FORMAT_R8G8B8A8_UNORM:
case PIPE_FORMAT_B8G8R8A8_UNORM:
case PIPE_FORMAT_A8R8G8B8_UNORM:
struct gl_renderbuffer_attachment *att)
{
struct st_context *st = st_context(ctx);
- struct pipe_context *pipe = st->pipe;
struct gl_renderbuffer *rb = att->Renderbuffer;
struct st_renderbuffer *strb = st_renderbuffer(rb);
struct pipe_resource *pt;
- if (!st_finalize_texture(ctx, pipe, att->Texture, att->CubeMapFace))
- return;
-
pt = get_teximage_resource(att->Texture,
att->CubeMapFace,
att->TextureLevel);
* created FBOs.
*/
static void
-st_DrawBuffers(struct gl_context *ctx, GLsizei count, const GLenum *buffers)
+st_DrawBufferAllocate(struct gl_context *ctx)
{
struct st_context *st = st_context(ctx);
struct gl_framebuffer *fb = ctx->DrawBuffer;
- (void) count;
- (void) buffers;
-
if (_mesa_is_winsys_fbo(fb)) {
GLuint i;
/* add the renderbuffers on demand */
/**
- * Called via glReadBuffer. As with st_DrawBuffers, we use this function
- * to check if we need to allocate a renderbuffer on demand.
+ * Called via glReadBuffer. As with st_DrawBufferAllocate, we use this
+ * function to check if we need to allocate a renderbuffer on demand.
*/
static void
st_ReadBuffer(struct gl_context *ctx, GLenum buffer)
struct st_renderbuffer *strb = st_renderbuffer(rb);
struct pipe_context *pipe = st->pipe;
const GLboolean invert = rb->Name == 0;
- unsigned usage;
GLuint y2;
GLubyte *map;
return;
}
- usage = 0x0;
- if (mode & GL_MAP_READ_BIT)
- usage |= PIPE_TRANSFER_READ;
- if (mode & GL_MAP_WRITE_BIT)
- usage |= PIPE_TRANSFER_WRITE;
- if (mode & GL_MAP_INVALIDATE_RANGE_BIT)
- usage |= PIPE_TRANSFER_DISCARD_RANGE;
+ /* Check for unexpected flags */
+ assert((mode & ~(GL_MAP_READ_BIT |
+ GL_MAP_WRITE_BIT |
+ GL_MAP_INVALIDATE_RANGE_BIT)) == 0);
+
+ const enum pipe_transfer_usage transfer_flags =
+ st_access_flags_to_transfer_flags(mode, false);
/* Note: y=0=bottom of buffer while y2=0=top of buffer.
* 'invert' will be true for window-system buffers and false for
strb->texture,
strb->surface->u.tex.level,
strb->surface->u.tex.first_layer,
- usage, x, y2, w, h, &strb->transfer);
+ transfer_flags, x, y2, w, h, &strb->transfer);
if (map) {
if (invert) {
*rowStrideOut = -(int) strb->transfer->stride;
functions->FinishRenderTexture = st_finish_render_texture;
functions->ValidateFramebuffer = st_validate_framebuffer;
- functions->DrawBuffers = st_DrawBuffers;
+ functions->DrawBufferAllocate = st_DrawBufferAllocate;
functions->ReadBuffer = st_ReadBuffer;
functions->MapRenderbuffer = st_MapRenderbuffer;