struct gl_framebuffer *fb)
{
memset(&fb->Visual, 0, sizeof(fb->Visual));
- fb->Visual.rgbMode = GL_TRUE; /* assume this */
/* find first RGB renderbuffer */
for (unsigned i = 0; i < BUFFER_COUNT; i++) {
const struct gl_renderbuffer *rb =
fb->Attachment[BUFFER_DEPTH].Renderbuffer;
const mesa_format fmt = rb->Format;
- fb->Visual.haveDepthBuffer = GL_TRUE;
fb->Visual.depthBits = _mesa_get_format_bits(fmt, GL_DEPTH_BITS);
}
const struct gl_renderbuffer *rb =
fb->Attachment[BUFFER_STENCIL].Renderbuffer;
const mesa_format fmt = rb->Format;
- fb->Visual.haveStencilBuffer = GL_TRUE;
fb->Visual.stencilBits = _mesa_get_format_bits(fmt, GL_STENCIL_BITS);
}
const struct gl_renderbuffer *rb =
fb->Attachment[BUFFER_ACCUM].Renderbuffer;
const mesa_format fmt = rb->Format;
- fb->Visual.haveAccumBuffer = GL_TRUE;
fb->Visual.accumRedBits = _mesa_get_format_bits(fmt, GL_RED_BITS);
fb->Visual.accumGreenBits = _mesa_get_format_bits(fmt, GL_GREEN_BITS);
fb->Visual.accumBlueBits = _mesa_get_format_bits(fmt, GL_BLUE_BITS);
return GL_RGB;
case MESA_FORMAT_RG_FLOAT32:
case MESA_FORMAT_RG_FLOAT16:
- case MESA_FORMAT_R8G8_UNORM:
- case MESA_FORMAT_R8G8_SNORM:
+ case MESA_FORMAT_RG_UNORM8:
return GL_RG;
case MESA_FORMAT_RG_SINT32:
case MESA_FORMAT_RG_UINT32: