#include "fbobject.h"
#include "renderbuffer.h"
+#include "rbadaptors.h"
+
/* 32-bit color index format. Not a public format. */
#define COLOR_INDEX32 0x424243
assert(!rb->Name);
}
+ /* If Mesa's compiled with deep color channels (16 or 32 bits / channel)
+ * and the device driver is expecting 8-bit values (GLubyte), we can
+ * use a "renderbuffer adaptor/wrapper" to do the necessary conversions.
+ */
+ if (rb->_BaseFormat == GL_RGBA) {
+ if (CHAN_BITS == 16 && rb->DataType == GL_UNSIGNED_BYTE) {
+ GET_CURRENT_CONTEXT(ctx);
+ rb = _mesa_new_renderbuffer_16wrap8(ctx, rb);
+ }
+ else if (CHAN_BITS == 32 && rb->DataType == GL_UNSIGNED_BYTE) {
+ GET_CURRENT_CONTEXT(ctx);
+ rb = _mesa_new_renderbuffer_32wrap8(ctx, rb);
+ }
+ else if (CHAN_BITS == 32 && rb->DataType == GL_UNSIGNED_SHORT) {
+ GET_CURRENT_CONTEXT(ctx);
+ rb = _mesa_new_renderbuffer_32wrap16(ctx, rb);
+ }
+ }
+
fb->Attachment[bufferName].Type = GL_RENDERBUFFER_EXT;
fb->Attachment[bufferName].Complete = GL_TRUE;
fb->Attachment[bufferName].Renderbuffer = rb;