/**
- * Called via glDrawBuffer.
+ * Called via glDrawBuffer. We only provide this driver function so that we
+ * can check if we need to allocate a new renderbuffer. Specifically, we
+ * don't usually allocate a front color buffer when using a double-buffered
+ * visual. But if the app calls glDrawBuffer(GL_FRONT) we need to allocate
+ * that buffer. Note, this is only for window system buffers, not user-
+ * created FBOs.
*/
static void
st_DrawBuffers(struct gl_context *ctx, GLsizei count, const GLenum *buffers)
{
struct st_context *st = st_context(ctx);
struct gl_framebuffer *fb = ctx->DrawBuffer;
- GLuint i;
(void) count;
(void) buffers;
- /* add the renderbuffers on demand */
- for (i = 0; i < fb->_NumColorDrawBuffers; i++) {
- GLint idx = fb->_ColorDrawBufferIndexes[i];
+ if (_mesa_is_winsys_fbo(fb)) {
+ GLuint i;
+ /* add the renderbuffers on demand */
+ for (i = 0; i < fb->_NumColorDrawBuffers; i++) {
+ GLint idx = fb->_ColorDrawBufferIndexes[i];
- if (idx >= 0) {
- st_manager_add_color_renderbuffer(st, fb, idx);
+ if (idx >= 0) {
+ st_manager_add_color_renderbuffer(st, fb, idx);
+ }
}
}
}
/**
- * Called via glReadBuffer.
+ * Called via glReadBuffer. As with st_DrawBuffers, we use this function
+ * to check if we need to allocate a renderbuffer on demand.
*/
static void
st_ReadBuffer(struct gl_context *ctx, GLenum buffer)