From: Brian Date: Wed, 7 Nov 2007 00:34:32 +0000 (-0700) Subject: Improved logic for setting up depth/stencil buffers in st_create_framebuffer() X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=85c7683f1f5f1d0d9e95eb59270705a2975fa437;p=mesa.git Improved logic for setting up depth/stencil buffers in st_create_framebuffer() --- diff --git a/src/mesa/state_tracker/st_framebuffer.c b/src/mesa/state_tracker/st_framebuffer.c index 4833d10322e..b04dcdb79df 100644 --- a/src/mesa/state_tracker/st_framebuffer.c +++ b/src/mesa/state_tracker/st_framebuffer.c @@ -42,9 +42,6 @@ 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->stencilBits != 8 && - visual->depthBits != 24); GLenum rgbFormat = (visual->redBits == 5 ? GL_RGB5 : GL_RGBA8); _mesa_initialize_framebuffer(&stfb->Base, visual); @@ -63,29 +60,59 @@ struct st_framebuffer *st_create_framebuffer( const __GLcontextModes *visual, _mesa_add_renderbuffer(&stfb->Base, BUFFER_BACK_LEFT, rb); } - if (visual->depthBits == 24) { + 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(&stfb->Base, BUFFER_DEPTH, depthStencilRb); - if(visual->stencilBits == 8) - _mesa_add_renderbuffer(&stfb->Base, BUFFER_STENCIL,depthStencilRb); + _mesa_add_renderbuffer(&stfb->Base, BUFFER_STENCIL, depthStencilRb); } - 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(&stfb->Base, BUFFER_DEPTH, depthRb); + else { + /* separate depth and/or stencil */ + + if (visual->depthBits == 32) { + /* 32-bit depth buffer */ + struct gl_renderbuffer *depthRb + = st_new_renderbuffer_fb(GL_DEPTH_COMPONENT32); + _mesa_add_renderbuffer(&stfb->Base, BUFFER_DEPTH, depthRb); + } + else if (visual->depthBits == 24) { + /* 24-bit depth buffer, ignore stencil bits */ + struct gl_renderbuffer *depthRb + = st_new_renderbuffer_fb(GL_DEPTH24_STENCIL8_EXT); + _mesa_add_renderbuffer(&stfb->Base, BUFFER_DEPTH, depthRb); + } + else if (visual->depthBits > 0) { + /* 16-bit depth buffer */ + struct gl_renderbuffer *depthRb + = st_new_renderbuffer_fb(GL_DEPTH_COMPONENT16); + _mesa_add_renderbuffer(&stfb->Base, BUFFER_DEPTH, depthRb); + } + + if (visual->stencilBits > 0) { + /* 8-bit stencil */ + struct gl_renderbuffer *stencilRb + = st_new_renderbuffer_fb(GL_STENCIL_INDEX8_EXT); + _mesa_add_renderbuffer(&stfb->Base, BUFFER_STENCIL, stencilRb); + } } - else - assert(0); + +#if 0 + if (visual->accumRedBits > 0) { + /* 16-bit/channel accum */ + struct gl_renderbuffer *accumRb + = st_new_renderbuffer_fb(GL_RGBA16); + _mesa_add_renderbuffer(&stfb->Base, BUFFER_ACCUM, accumRb); + } +#endif /* now add any/all software-based renderbuffers we may need */ _mesa_add_soft_renderbuffers(&stfb->Base, GL_FALSE, /* never sw color */ GL_FALSE, /* never sw depth */ - swStencil, visual->accumRedBits > 0, + GL_FALSE, /* stencil */ + visual->accumRedBits > 0, GL_FALSE, /* never sw alpha */ GL_FALSE /* never sw aux */ ); }