const GLboolean alphaFlag = ((options & BGL_ALPHA) == BGL_ALPHA);
const GLboolean dblFlag = ((options & BGL_DOUBLE) == BGL_DOUBLE);
const GLboolean stereoFlag = false;
- const GLint depth = (options & BGL_DEPTH) ? 24 : 0;
- const GLint stencil = (options & BGL_STENCIL) ? 8 : 0;
- const GLint accum = (options & BGL_ACCUM) ? 16 : 0;
+ const GLboolean depthFlag = ((options & BGL_DEPTH) == BGL_DEPTH);
+ const GLboolean stencilFlag = ((options & BGL_STENCIL) == BGL_STENCIL);
+ const GLboolean accumFlag = ((options & BGL_ACCUM) == BGL_ACCUM);
+
const GLint red = rgbFlag ? 8 : 5;
const GLint green = rgbFlag ? 8 : 5;
const GLint blue = rgbFlag ? 8 : 5;
TRACE("alpha :\t%d\n", (bool)alphaFlag);
TRACE("dbl :\t%d\n", (bool)dblFlag);
TRACE("stereo :\t%d\n", (bool)stereoFlag);
- TRACE("depth :\t%d\n", depth);
- TRACE("stencil :\t%d\n", stencil);
- TRACE("accum :\t%d\n", accum);
+ TRACE("depth :\t%d\n", (bool)depthFlag);
+ TRACE("stencil :\t%d\n", (bool)stencilFlag);
+ TRACE("accum :\t%d\n", (bool)accumFlag);
TRACE("red :\t%d\n", red);
TRACE("green :\t%d\n", green);
TRACE("blue :\t%d\n", blue);
// Determine color format
if (red == 8) {
+ // Color format
if (alpha == 8)
- visual->color_format = PIPE_FORMAT_A8R8G8B8_UNORM;
+ visual->color_format = PIPE_FORMAT_B8G8R8A8_UNORM;
else
- visual->color_format = PIPE_FORMAT_X8R8G8B8_UNORM;
+ visual->color_format = PIPE_FORMAT_B8G8R8X8_UNORM;
+
+ // Depth buffer
+ if (depthFlag)
+ visual->depth_stencil_format = PIPE_FORMAT_Z32_UNORM;
+ else
+ visual->depth_stencil_format = PIPE_FORMAT_NONE;
} else {
- // TODO: I think this should be RGB vs BGR
visual->color_format = PIPE_FORMAT_B5G6R5_UNORM;
- }
- // Determine depth stencil format
- switch (depth) {
- default:
- case 0:
- visual->depth_stencil_format = PIPE_FORMAT_NONE;
- break;
- case 16:
- visual->depth_stencil_format = PIPE_FORMAT_Z16_UNORM;
- break;
- case 24:
- if ((options & BGL_STENCIL) != 0)
- visual->depth_stencil_format = PIPE_FORMAT_S8_UINT_Z24_UNORM;
- else
- visual->depth_stencil_format = PIPE_FORMAT_X8Z24_UNORM;
- break;
- case 32:
- visual->depth_stencil_format = PIPE_FORMAT_Z32_UNORM;
- break;
- }
+ // TODO: Indexed color depth buffer?
+ visual->depth_stencil_format = PIPE_FORMAT_NONE;
+ }
visual->accum_format = (options & BGL_ACCUM)
? PIPE_FORMAT_R16G16B16A16_SNORM : PIPE_FORMAT_NONE;