{
struct intel_renderbuffer *rb;
struct intel_screen *screen = (struct intel_screen*) driScrnPriv->driverPrivate;
+ gl_format rgbFormat;
+ struct gl_framebuffer *fb;
- if (isPixmap) {
- return false; /* not implemented */
- }
- else {
- gl_format rgbFormat;
+ if (isPixmap)
+ return false;
- struct gl_framebuffer *fb = CALLOC_STRUCT(gl_framebuffer);
+ fb = CALLOC_STRUCT(gl_framebuffer);
+ if (!fb)
+ return false;
- if (!fb)
- return false;
+ _mesa_initialize_window_framebuffer(fb, mesaVis);
- _mesa_initialize_window_framebuffer(fb, mesaVis);
+ if (mesaVis->redBits == 5)
+ rgbFormat = MESA_FORMAT_RGB565;
+ else if (mesaVis->alphaBits == 0)
+ rgbFormat = MESA_FORMAT_XRGB8888;
+ else
+ rgbFormat = MESA_FORMAT_ARGB8888;
- if (mesaVis->redBits == 5)
- rgbFormat = MESA_FORMAT_RGB565;
- else if (mesaVis->alphaBits == 0)
- rgbFormat = MESA_FORMAT_XRGB8888;
- else
- rgbFormat = MESA_FORMAT_ARGB8888;
+ /* setup the hardware-based renderbuffers */
+ rb = intel_create_renderbuffer(rgbFormat);
+ _mesa_add_renderbuffer(fb, BUFFER_FRONT_LEFT, &rb->Base.Base);
- /* setup the hardware-based renderbuffers */
+ if (mesaVis->doubleBufferMode) {
rb = intel_create_renderbuffer(rgbFormat);
- _mesa_add_renderbuffer(fb, BUFFER_FRONT_LEFT, &rb->Base.Base);
-
- if (mesaVis->doubleBufferMode) {
- rb = intel_create_renderbuffer(rgbFormat);
- _mesa_add_renderbuffer(fb, BUFFER_BACK_LEFT, &rb->Base.Base);
- }
+ _mesa_add_renderbuffer(fb, BUFFER_BACK_LEFT, &rb->Base.Base);
+ }
- /*
- * Assert here that the gl_config has an expected depth/stencil bit
- * combination: one of d24/s8, d16/s0, d0/s0. (See intelInitScreen2(),
- * which constructs the advertised configs.)
- */
- if (mesaVis->depthBits == 24) {
- assert(mesaVis->stencilBits == 8);
-
- if (screen->hw_has_separate_stencil) {
- rb = intel_create_private_renderbuffer(MESA_FORMAT_X8_Z24);
- _mesa_add_renderbuffer(fb, BUFFER_DEPTH, &rb->Base.Base);
- rb = intel_create_private_renderbuffer(MESA_FORMAT_S8);
- _mesa_add_renderbuffer(fb, BUFFER_STENCIL, &rb->Base.Base);
- } else {
- /*
- * Use combined depth/stencil. Note that the renderbuffer is
- * attached to two attachment points.
- */
- rb = intel_create_private_renderbuffer(MESA_FORMAT_S8_Z24);
- _mesa_add_renderbuffer(fb, BUFFER_DEPTH, &rb->Base.Base);
- _mesa_add_renderbuffer(fb, BUFFER_STENCIL, &rb->Base.Base);
- }
- }
- else if (mesaVis->depthBits == 16) {
- assert(mesaVis->stencilBits == 0);
- /* just 16-bit depth buffer, no hw stencil */
- struct intel_renderbuffer *depthRb
- = intel_create_private_renderbuffer(MESA_FORMAT_Z16);
- _mesa_add_renderbuffer(fb, BUFFER_DEPTH, &depthRb->Base.Base);
- }
- else {
- assert(mesaVis->depthBits == 0);
- assert(mesaVis->stencilBits == 0);
+ /*
+ * Assert here that the gl_config has an expected depth/stencil bit
+ * combination: one of d24/s8, d16/s0, d0/s0. (See intelInitScreen2(),
+ * which constructs the advertised configs.)
+ */
+ if (mesaVis->depthBits == 24) {
+ assert(mesaVis->stencilBits == 8);
+
+ if (screen->hw_has_separate_stencil) {
+ rb = intel_create_private_renderbuffer(MESA_FORMAT_X8_Z24);
+ _mesa_add_renderbuffer(fb, BUFFER_DEPTH, &rb->Base.Base);
+ rb = intel_create_private_renderbuffer(MESA_FORMAT_S8);
+ _mesa_add_renderbuffer(fb, BUFFER_STENCIL, &rb->Base.Base);
+ } else {
+ /*
+ * Use combined depth/stencil. Note that the renderbuffer is
+ * attached to two attachment points.
+ */
+ rb = intel_create_private_renderbuffer(MESA_FORMAT_S8_Z24);
+ _mesa_add_renderbuffer(fb, BUFFER_DEPTH, &rb->Base.Base);
+ _mesa_add_renderbuffer(fb, BUFFER_STENCIL, &rb->Base.Base);
}
+ }
+ else if (mesaVis->depthBits == 16) {
+ assert(mesaVis->stencilBits == 0);
+ /* just 16-bit depth buffer, no hw stencil */
+ struct intel_renderbuffer *depthRb
+ = intel_create_private_renderbuffer(MESA_FORMAT_Z16);
+ _mesa_add_renderbuffer(fb, BUFFER_DEPTH, &depthRb->Base.Base);
+ }
+ else {
+ assert(mesaVis->depthBits == 0);
+ assert(mesaVis->stencilBits == 0);
+ }
- /* now add any/all software-based renderbuffers we may need */
- _swrast_add_soft_renderbuffers(fb,
- false, /* never sw color */
- false, /* never sw depth */
- false, /* never sw stencil */
- mesaVis->accumRedBits > 0,
- false, /* never sw alpha */
- false /* never sw aux */ );
- driDrawPriv->driverPrivate = fb;
+ /* now add any/all software-based renderbuffers we may need */
+ _swrast_add_soft_renderbuffers(fb,
+ false, /* never sw color */
+ false, /* never sw depth */
+ false, /* never sw stencil */
+ mesaVis->accumRedBits > 0,
+ false, /* never sw alpha */
+ false /* never sw aux */ );
+ driDrawPriv->driverPrivate = fb;
- return true;
- }
+ return true;
}
static void