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path: root/src/mesa/state_tracker/st_framebuffer.c
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Diffstat (limited to 'src/mesa/state_tracker/st_framebuffer.c')
-rw-r--r--src/mesa/state_tracker/st_framebuffer.c29
1 files changed, 10 insertions, 19 deletions
diff --git a/src/mesa/state_tracker/st_framebuffer.c b/src/mesa/state_tracker/st_framebuffer.c
index 8633f431b2..454306b874 100644
--- a/src/mesa/state_tracker/st_framebuffer.c
+++ b/src/mesa/state_tracker/st_framebuffer.c
@@ -51,19 +51,21 @@ struct st_framebuffer *st_create_framebuffer( const __GLcontextModes *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);
+ struct gl_renderbuffer *rb
+ = st_new_renderbuffer_fb(rgbFormat, GL_TRUE);
_mesa_add_renderbuffer(&stfb->Base, BUFFER_FRONT_LEFT, rb);
}
if (visual->doubleBufferMode) {
- struct gl_renderbuffer *rb = st_new_renderbuffer_fb(rgbFormat);
+ struct gl_renderbuffer *rb
+ = st_new_renderbuffer_fb(rgbFormat, GL_TRUE);
_mesa_add_renderbuffer(&stfb->Base, BUFFER_BACK_LEFT, rb);
}
if (visual->depthBits == 24 && visual->stencilBits == 8) {
/* combined depth/stencil buffer */
struct gl_renderbuffer *depthStencilRb
- = st_new_renderbuffer_fb(GL_DEPTH24_STENCIL8_EXT);
+ = st_new_renderbuffer_fb(GL_DEPTH24_STENCIL8_EXT, GL_FALSE);
/* note: bind RB to two attachment points */
_mesa_add_renderbuffer(&stfb->Base, BUFFER_DEPTH, depthStencilRb);
_mesa_add_renderbuffer(&stfb->Base, BUFFER_STENCIL, depthStencilRb);
@@ -74,47 +76,36 @@ struct st_framebuffer *st_create_framebuffer( const __GLcontextModes *visual,
if (visual->depthBits == 32) {
/* 32-bit depth buffer */
struct gl_renderbuffer *depthRb
- = st_new_renderbuffer_fb(GL_DEPTH_COMPONENT32);
+ = st_new_renderbuffer_fb(GL_DEPTH_COMPONENT32, GL_FALSE);
_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);
+ = st_new_renderbuffer_fb(GL_DEPTH24_STENCIL8_EXT, GL_FALSE);
_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);
+ = st_new_renderbuffer_fb(GL_DEPTH_COMPONENT16, GL_FALSE);
_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);
+ = st_new_renderbuffer_fb(GL_STENCIL_INDEX8_EXT, GL_FALSE);
_mesa_add_renderbuffer(&stfb->Base, BUFFER_STENCIL, stencilRb);
}
}
-#if 0
if (visual->accumRedBits > 0) {
/* 16-bit/channel accum */
struct gl_renderbuffer *accumRb
- = st_new_renderbuffer_fb(GL_RGBA16);
+ = st_new_renderbuffer_fb(GL_RGBA16, GL_FALSE);
_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 */
- GL_FALSE, /* stencil */
- visual->accumRedBits > 0,
- GL_FALSE, /* never sw alpha */
- GL_FALSE /* never sw aux */ );
}
stfb->Base.Initialized = GL_TRUE;