Add the MSAA samples array or make sure its contents are initialized.
stencil_bits_array[1] = 0;
stencil_bits_array[2] = (stencil_bits == 0) ? 8 : stencil_bits;
+ msaa_samples_array[0] = 0;
+
depth_buffer_factor = ((depth_bits != 0) || (stencil_bits != 0)) ? 3 : 1;
back_buffer_factor = (have_back_buffer) ? 3 : 1;
stencil_bits_array[0] = 0;
stencil_bits_array[1] = (stencil_bits == 0) ? 8 : stencil_bits;
+ msaa_samples_array[0] = 0;
+
depth_buffer_factor = ((depth_bits != 0) || (stencil_bits != 0)) ? 2 : 1;
back_buffer_factor = (have_back_buffer) ? 2 : 1;
stencil_bits_array[2] = (stencil_bits == 0) ? 8 : stencil_bits;
+ msaa_samples_array[0] = 0;
+
depth_buffer_factor = ((depth_bits != 0) || (stencil_bits != 0)) ? 3 : 1;
back_buffer_factor = (have_back_buffer) ? 3 : 1;
depth_bits[3] = 24;
stencil_bits[3] = 8;
+ msaa_samples_array[0] = 0;
+
fb_format[0] = GL_RGB;
fb_type[0] = GL_UNSIGNED_SHORT_5_6_5;
stencil_bits_array[0] = 0;
stencil_bits_array[1] = (stencil_bits == 0) ? 8 : stencil_bits;
+ msaa_samples_array[0] = 0;
+
depth_buffer_factor = ((depth_bits != 0) || (stencil_bits != 0)) ? 2 : 1;
back_buffer_factor = (have_back_buffer) ? 2 : 1;
stencil_bits_array[1] = 0;
stencil_bits_array[2] = (stencil_bits == 0) ? 8 : stencil_bits;
+ msaa_samples_array[0] = 0;
+
depth_buffer_factor = ((depth_bits != 0) || (stencil_bits != 0)) ? 3 : 1;
back_buffer_factor = (have_back_buffer) ? 2 : 1;
stencil_bits_array[0] = 0;
stencil_bits_array[1] = (stencil_bits == 0) ? 8 : stencil_bits;
+ msaa_samples_array[0] = 0;
+
depth_buffer_factor = ((depth_bits != 0) || (stencil_bits != 0)) ? 2 : 1;
back_buffer_factor = (have_back_buffer) ? 2 : 1;
stencil_bits_array[0] = 0;
stencil_bits_array[1] = (stencil_bits == 0) ? 8 : stencil_bits;
+ msaa_samples_array[0] = 0;
+
depth_buffer_factor = ((depth_bits != 0) || (stencil_bits != 0)) ? 2 : 1;
back_buffer_factor = (have_back_buffer) ? 2 : 1;
depth_bits_array, stencil_bits_array,
depth_buffer_factor,
back_buffer_modes, back_buffer_factor,
- msaa_samples_array, 1);
+ msaa_samples_array, 1);
if (configs == NULL) {
fprintf( stderr, "[%s:%u] Error creating FBConfig!\n",
__func__, __LINE__ );
stencil_bits_array[0] = 0;
stencil_bits_array[1] = (stencil_bits == 0) ? 8 : stencil_bits;
+ msaa_samples_array[0] = 0;
+
depth_buffer_factor = ((depth_bits != 0) || (stencil_bits != 0)) ? 2 : 1;
back_buffer_factor = (have_back_buffer) ? 2 : 1;
depth_bits_array[3] = 32;
stencil_bits_array[3] = 0;
+ msaa_samples_array[0] = 0;
+
depth_buffer_factor = 4;
back_buffer_factor = 2;
uint8_t depth_bits_array[4];
uint8_t stencil_bits_array[4];
+ uint8_t msaa_samples_array[1];
depth_bits_array[0] = 0;
depth_bits_array[1] = 0;
stencil_bits_array[2] = 0;
stencil_bits_array[3] = (stencil_bits == 0) ? 8 : stencil_bits;
+ msaa_samples_array[0] = 0;
+
depth_buffer_factor = 4;
back_buffer_factor = 2;
configs = driCreateConfigs(fb_format, fb_type,
depth_bits_array, stencil_bits_array,
depth_buffer_factor, back_buffer_modes,
- back_buffer_factor);
+ back_buffer_factor, msaa_samples_array, 1);
if (configs == NULL) {
fprintf(stderr, "[%s:%u] Error creating FBConfig!\n", __func__,
__LINE__);
stencil_bits_array[3] = 8;
}
+ msaa_samples_array[0] = 0;
+
return driCreateConfigs(
deep ? GL_RGBA : GL_RGB,
deep ? GL_UNSIGNED_INT_8_8_8_8 : GL_UNSIGNED_SHORT_5_6_5,
*/
static const uint8_t depth_bits_array[4] = { 0, 16, 24, 32 };
static const uint8_t stencil_bits_array[4] = { 0, 0, 8, 0 };
- uint8_t msaa_samples_array[1];
+ uint8_t msaa_samples_array[1] = { 0 };
const unsigned depth_buffer_factor = 3;
if ( pixel_bits == 16 ) {