* create and install a depth wrapper/adaptor.
*
* \param fb the framebuffer whose _DepthBuffer field to update
- * \param attIndex indicates the renderbuffer to possibly wrap
*/
-void
-_mesa_update_depth_buffer(struct gl_context *ctx,
- struct gl_framebuffer *fb,
- GLuint attIndex)
+static void
+update_depth_buffer(struct gl_context *ctx, struct gl_framebuffer *fb)
{
- struct gl_renderbuffer *depthRb;
-
- /* only one possiblity for now */
- ASSERT(attIndex == BUFFER_DEPTH);
-
- depthRb = fb->Attachment[attIndex].Renderbuffer;
+ struct gl_renderbuffer *depthRb =
+ fb->Attachment[BUFFER_DEPTH].Renderbuffer;
if (depthRb && _mesa_is_format_packed_depth_stencil(depthRb->Format)) {
/* The attached depth buffer is a GL_DEPTH_STENCIL renderbuffer */
* create and install a stencil wrapper/adaptor.
*
* \param fb the framebuffer whose _StencilBuffer field to update
- * \param attIndex indicates the renderbuffer to possibly wrap
*/
-void
-_mesa_update_stencil_buffer(struct gl_context *ctx,
- struct gl_framebuffer *fb,
- GLuint attIndex)
+static void
+update_stencil_buffer(struct gl_context *ctx, struct gl_framebuffer *fb)
{
- struct gl_renderbuffer *stencilRb;
-
- ASSERT(attIndex == BUFFER_DEPTH ||
- attIndex == BUFFER_STENCIL);
-
- stencilRb = fb->Attachment[attIndex].Renderbuffer;
+ struct gl_renderbuffer *stencilRb =
+ fb->Attachment[BUFFER_STENCIL].Renderbuffer;
if (stencilRb && _mesa_is_format_packed_depth_stencil(stencilRb->Format)) {
/* The attached stencil buffer is a GL_DEPTH_STENCIL renderbuffer */
*/
update_color_draw_buffers(ctx, fb);
update_color_read_buffer(ctx, fb);
- _mesa_update_depth_buffer(ctx, fb, BUFFER_DEPTH);
- _mesa_update_stencil_buffer(ctx, fb, BUFFER_STENCIL);
+ update_depth_buffer(ctx, fb);
+ update_stencil_buffer(ctx, fb);
compute_depth_max(fb);
}