modes->accumRedBits = 16 * j;
modes->accumGreenBits = 16 * j;
modes->accumBlueBits = 16 * j;
- modes->accumAlphaBits = 0;
+ modes->accumAlphaBits = (masks[index][3] != 0) ? 16 * j : 0;
modes->visualRating = (j == 0) ? GLX_NONE : GLX_SLOW_CONFIG;
modes->stencilBits = stencil_bits;
GLX_NONE, GLX_SWAP_UNDEFINED_OML, GLX_SWAP_COPY_OML
};
- int depth_buffer_modes[2][2] = {
- { 0, 0 },
- { 0, 0 }
- };
+ int depth_buffer_modes[2][2];
+
+ depth_buffer_modes[0][0] = depth_bits;
depth_buffer_modes[1][0] = depth_bits;
- depth_buffer_modes[1][1] = stencil_bits;
+
+ /* Just like with the accumulation buffer, always provide some modes
+ * with a stencil buffer. It will be a sw fallback, but some apps won't
+ * care about that.
+ */
+ depth_buffer_modes[0][1] = 0;
+ depth_buffer_modes[1][1] = (stencil_bits == 0) ? 8 : stencil_bits;
depth_buffer_factor = ((depth_bits != 0) || (stencil_bits != 0)) ? 2 : 1;
back_buffer_factor = (have_back_buffer) ? 2 : 1;
GLX_DIRECT_COLOR );
}
+ /* Mark the visual as slow if there are "fake" stencil bits.
+ */
+ for ( m = modes ; m != NULL ; m = m->next ) {
+ if ( (m->stencilBits != 0) && (m->stencilBits != stencil_bits) ) {
+ m->visualRating = GLX_SLOW_CONFIG;
+ }
+ }
+
return modes;
}
#endif /* USE_NEW_INTERFACE */