* Allocate a new driRenderbuffer object.
* Individual drivers are free to implement different versions of
* this function.
+ *
+ * At this time, this function can only be used for window-system
+ * renderbuffers, not user-created RBOs.
+ *
* \param format Either GL_RGBA, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24,
* GL_DEPTH_COMPONENT32, or GL_STENCIL_INDEX8_EXT (for now).
* \param addr address in main memory of the buffer. Probably a memory
/* Color */
drb->Base._BaseFormat = GL_RGBA;
drb->Base.DataType = GL_UNSIGNED_BYTE;
+ if (format == GL_RGB5) {
+ drb->Base.RedBits = 5;
+ drb->Base.GreenBits = 6;
+ drb->Base.BlueBits = 5;
+ }
+ else {
+ drb->Base.RedBits =
+ drb->Base.GreenBits =
+ drb->Base.BlueBits =
+ drb->Base.AlphaBits = 8;
+ }
}
else if (format == GL_DEPTH_COMPONENT16) {
/* Depth */
drb->Base._BaseFormat = GL_DEPTH_COMPONENT;
/* we always Get/Put 32-bit Z values */
drb->Base.DataType = GL_UNSIGNED_INT;
+ drb->Base.DepthBits = 16;
}
else if (format == GL_DEPTH_COMPONENT24) {
/* Depth */
drb->Base._BaseFormat = GL_DEPTH_COMPONENT;
/* we always Get/Put 32-bit Z values */
drb->Base.DataType = GL_UNSIGNED_INT;
+ drb->Base.DepthBits = 24;
}
else if (format == GL_DEPTH_COMPONENT32) {
/* Depth */
drb->Base._BaseFormat = GL_DEPTH_COMPONENT;
/* we always Get/Put 32-bit Z values */
drb->Base.DataType = GL_UNSIGNED_INT;
+ drb->Base.DepthBits = 32;
}
else {
/* Stencil */
ASSERT(format == GL_STENCIL_INDEX8_EXT);
drb->Base._BaseFormat = GL_STENCIL_INDEX;
drb->Base.DataType = GL_UNSIGNED_BYTE;
+ drb->Base.StencilBits = 8;
}
/* XXX if we were allocating a user-created renderbuffer, we'd have