GET_CURRENT_CONTEXT(ctx);
GLint n;
+ ASSERT(buffer->UseSoftwareAccumBuffer);
+
if (buffer->Accum) {
MESA_PBUFFER_FREE( buffer->Accum );
buffer->Accum = NULL;
{
GLint i;
+ ASSERT(buffer->UseSoftwareAuxBuffers);
+
for (i = 0; i < buffer->Visual.numAuxBuffers; i++) {
if (buffer->AuxBuffers[i]) {
_mesa_free(buffer->AuxBuffers[i]);
/**
* Allocate a new depth buffer. If there's already a depth buffer allocated
- * it will be free()'d. The new depth buffer will be uniniitalized.
- * This function is only called through Driver.alloc_depth_buffer.
+ * it will be free()'d. The new depth buffer will be uninitialized.
*/
void
_swrast_alloc_depth_buffer( GLframebuffer *buffer )
void
_swrast_alloc_stencil_buffer( GLframebuffer *buffer )
{
+ ASSERT(buffer->UseSoftwareStencilBuffer);
+
/* deallocate current stencil buffer if present */
if (buffer->Stencil) {
MESA_PBUFFER_FREE(buffer->Stencil);