{
I915_STATECHANGE(i915, I915_UPLOAD_BUFFERS);
+#if 0
/* color buffer offset/stride */
i915->state.Buffer[I915_DESTREG_CBUFADDR0] = _3DSTATE_BUF_INFO_CMD;
/* XXX FBO: remove this? Also get set in i915_set_draw_region() */
/* XXX FBO: remove this? Also get set in i915_set_draw_region() */
i915->state.Buffer[I915_DESTREG_DBUFADDR1] = (BUF_3D_ID_DEPTH | BUF_3D_PITCH(screen->depth.pitch) | /* pitch in bytes */
BUF_3D_USE_FENCE);
+#endif
i915->state.Buffer[I915_DESTREG_DV0] = _3DSTATE_DST_BUF_VARS_CMD;
intel->numClipRects = 0;
}
+ /* Update Mesa's notion of window size */
+ driUpdateFramebufferSize(ctx, dPriv);
+ intel_fb->Base.Initialized = GL_TRUE; /* XXX remove someday */
if (intel->intelScreen->driScrnPriv->ddxMinor >= 7) {
drmI830Sarea *sarea = intel->sarea;
intel_fb->vblank_flags &= ~VBLANK_FLAG_SECONDARY;
}
- /* Update Mesa's notion of window size */
- driUpdateFramebufferSize(ctx, dPriv);
- intel_fb->Base.Initialized = GL_TRUE; /* XXX remove someday */
-
/* Update hardware scissor */
ctx->Driver.Scissor(ctx, ctx->Scissor.X, ctx->Scissor.Y,
ctx->Scissor.Width, ctx->Scissor.Height);
intel_flip_renderbuffers(intel_fb);
intel_draw_buffer(&intel->ctx, &intel_fb->Base);
+ if (INTEL_DEBUG & DEBUG_IOCTL)
+ fprintf(stderr, "%s: success\n", __FUNCTION__);
+
return GL_TRUE;
}
|| !(irbread->region->cpp == 2))
return GL_FALSE;
}
- else if (GL_DEPTH_STENCIL_EXT) {
+ else if (type == GL_DEPTH_STENCIL_EXT) {
/* Does it matter whether it is stencil/depth or depth/stencil?
*/
irbread = intel_renderbuffer(ctx->ReadBuffer->_DepthBuffer->Wrapped);
if (!irbread || !irbread->region || !irbdraw || !irbdraw->region)
return GL_FALSE;
}
- else if (GL_STENCIL) {
+ else if (type == GL_STENCIL) {
/* Don't think this is really possible.
*/
return GL_FALSE;
if (!irbdraw || !irbdraw->region || !(irbdraw->region->cpp == 2))
return GL_FALSE;
}
- else if (GL_DEPTH_STENCIL_EXT) {
+ else if (type == GL_DEPTH_STENCIL_EXT) {
/* Does it matter whether it is stencil/depth or depth/stencil?
*/
irbdraw = intel_renderbuffer(ctx->DrawBuffer->_DepthBuffer->Wrapped);
if (!irbdraw || !irbdraw->region)
return GL_FALSE;
}
- else if (GL_STENCIL) {
+ else if (type == GL_STENCIL) {
/* Don't think this is really possible.
*/
return GL_FALSE;
intelScreen->front.handle = sarea->front_handle;
intelScreen->front.size = sarea->front_size;
+#if 0
intelScreen->back.offset = sarea->back_offset;
intelScreen->back.pitch = sarea->pitch * intelScreen->cpp;
intelScreen->back.handle = sarea->back_handle;
intelScreen->logTextureGranularity = sarea->log_tex_granularity;
intelScreen->tex.handle = sarea->tex_handle;
intelScreen->tex.size = sarea->tex_size;
+#endif
intelScreen->rotated.offset = sarea->rotated_offset;
intelScreen->rotated.pitch = sarea->rotated_pitch * intelScreen->cpp;