#include "main/imports.h"
#include "main/context.h"
+#include "main/framebuffer.h"
+#include "main/renderbuffer.h"
#include "st_public.h"
#include "st_context.h"
+#include "st_cb_fbo.h"
struct st_framebuffer *st_create_framebuffer( const __GLcontextModes *visual )
struct st_framebuffer *stfb
= CALLOC_STRUCT(st_framebuffer);
if (stfb) {
+ GLboolean swStencil = (visual->stencilBits > 0 &&
+ visual->depthBits != 24);
+ GLenum rgbFormat = (visual->redBits == 5 ? GL_RGB5 : GL_RGBA8);
-#if 0
- /* from intel driver... */
-
- GLboolean swStencil = (mesaVis->stencilBits > 0 &&
- mesaVis->depthBits != 24);
- GLenum rgbFormat = (mesaVis->redBits == 5 ? GL_RGB5 : GL_RGBA8);
-
- struct intel_framebuffer *intel_fb = CALLOC_STRUCT(intel_framebuffer);
- if (!intel_fb)
- return GL_FALSE;
-
- _mesa_initialize_framebuffer(&intel_fb->Base, mesaVis);
-
- /*
- * XXX Create pipe_surfaces for front/back buffers,
- * hand them to state tracker to create a framebuffer object.
- */
+ _mesa_initialize_framebuffer(&stfb->Base, visual);
{
/* fake frontbuffer */
/* XXX allocation should only happen in the unusual case
it's actually needed */
struct gl_renderbuffer *rb = st_new_renderbuffer_fb(rgbFormat);
- _mesa_add_renderbuffer(&intel_fb->Base, BUFFER_FRONT_LEFT, rb);
+ _mesa_add_renderbuffer(&stfb->Base, BUFFER_FRONT_LEFT, rb);
}
- if (mesaVis->doubleBufferMode) {
+ if (visual->doubleBufferMode) {
struct gl_renderbuffer *rb = st_new_renderbuffer_fb(rgbFormat);
- _mesa_add_renderbuffer(&intel_fb->Base, BUFFER_BACK_LEFT, rb);
+ _mesa_add_renderbuffer(&stfb->Base, BUFFER_BACK_LEFT, rb);
}
- if (mesaVis->depthBits == 24 && mesaVis->stencilBits == 8) {
+ if (visual->depthBits == 24 && visual->stencilBits == 8) {
/* combined depth/stencil buffer */
struct gl_renderbuffer *depthStencilRb
= st_new_renderbuffer_fb(GL_DEPTH24_STENCIL8_EXT);
/* note: bind RB to two attachment points */
- _mesa_add_renderbuffer(&intel_fb->Base, BUFFER_DEPTH, depthStencilRb);
- _mesa_add_renderbuffer(&intel_fb->Base, BUFFER_STENCIL,depthStencilRb);
+ _mesa_add_renderbuffer(&stfb->Base, BUFFER_DEPTH, depthStencilRb);
+ _mesa_add_renderbuffer(&stfb->Base, BUFFER_STENCIL,depthStencilRb);
}
- else if (mesaVis->depthBits == 16) {
+ else if (visual->depthBits == 16) {
/* just 16-bit depth buffer, no hw stencil */
struct gl_renderbuffer *depthRb
= st_new_renderbuffer_fb(GL_DEPTH_COMPONENT16);
- _mesa_add_renderbuffer(&intel_fb->Base, BUFFER_DEPTH, depthRb);
+ _mesa_add_renderbuffer(&stfb->Base, BUFFER_DEPTH, depthRb);
}
/* now add any/all software-based renderbuffers we may need */
- _mesa_add_soft_renderbuffers(&intel_fb->Base,
+ _mesa_add_soft_renderbuffers(&stfb->Base,
GL_FALSE, /* never sw color */
GL_FALSE, /* never sw depth */
- swStencil, mesaVis->accumRedBits > 0,
+ swStencil, visual->accumRedBits > 0,
GL_FALSE, /* never sw alpha */
GL_FALSE /* never sw aux */ );
- driDrawPriv->driverPrivate = (void *) intel_fb;
-
-#endif
}
return stfb;