From 20eae595faa20dba8a59d8a4bfd01aa6b458cecd Mon Sep 17 00:00:00 2001 From: Brian Date: Wed, 12 Dec 2007 14:55:57 -0700 Subject: Re-org of st_create_framebuffer() and renderbuffer format selection. st_create_framebuffer() now takes pipe_formats for the color, depth, stencil buffers. This avoids a round-about chain of calls to pipe->is_format_supported() for window renderbuffers (their format never changes). Renderbuffer format selection code in st_format.c is simpler now too. --- src/mesa/state_tracker/st_framebuffer.c | 31 ++++++++++++++++--------------- 1 file changed, 16 insertions(+), 15 deletions(-) (limited to 'src/mesa/state_tracker/st_framebuffer.c') diff --git a/src/mesa/state_tracker/st_framebuffer.c b/src/mesa/state_tracker/st_framebuffer.c index 454306b874..b81a894ef1 100644 --- a/src/mesa/state_tracker/st_framebuffer.c +++ b/src/mesa/state_tracker/st_framebuffer.c @@ -35,15 +35,16 @@ #include "st_cb_fbo.h" -struct st_framebuffer *st_create_framebuffer( const __GLcontextModes *visual, - boolean createRenderbuffers, - void *private) +struct st_framebuffer * +st_create_framebuffer( const __GLcontextModes *visual, + boolean createRenderbuffers, /* XXX remove? */ + enum pipe_format colorFormat, + enum pipe_format depthFormat, + enum pipe_format stencilFormat, + void *private) { - struct st_framebuffer *stfb - = CALLOC_STRUCT(st_framebuffer); + struct st_framebuffer *stfb = CALLOC_STRUCT(st_framebuffer); if (stfb) { - GLenum rgbFormat = (visual->redBits == 5 ? GL_RGB5 : GL_RGBA8); - _mesa_initialize_framebuffer(&stfb->Base, visual); if (createRenderbuffers) { @@ -52,20 +53,20 @@ struct st_framebuffer *st_create_framebuffer( const __GLcontextModes *visual, /* XXX allocation should only happen in the unusual case it's actually needed */ struct gl_renderbuffer *rb - = st_new_renderbuffer_fb(rgbFormat, GL_TRUE); + = st_new_renderbuffer_fb(colorFormat); _mesa_add_renderbuffer(&stfb->Base, BUFFER_FRONT_LEFT, rb); } if (visual->doubleBufferMode) { struct gl_renderbuffer *rb - = st_new_renderbuffer_fb(rgbFormat, GL_TRUE); + = st_new_renderbuffer_fb(colorFormat); _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, GL_FALSE); + = st_new_renderbuffer_fb(depthFormat); /* note: bind RB to two attachment points */ _mesa_add_renderbuffer(&stfb->Base, BUFFER_DEPTH, depthStencilRb); _mesa_add_renderbuffer(&stfb->Base, BUFFER_STENCIL, depthStencilRb); @@ -76,26 +77,26 @@ 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, GL_FALSE); + = st_new_renderbuffer_fb(depthFormat); _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, GL_FALSE); + = st_new_renderbuffer_fb(depthFormat); _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, GL_FALSE); + = st_new_renderbuffer_fb(depthFormat); _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, GL_FALSE); + = st_new_renderbuffer_fb(stencilFormat); _mesa_add_renderbuffer(&stfb->Base, BUFFER_STENCIL, stencilRb); } } @@ -103,7 +104,7 @@ struct st_framebuffer *st_create_framebuffer( const __GLcontextModes *visual, if (visual->accumRedBits > 0) { /* 16-bit/channel accum */ struct gl_renderbuffer *accumRb - = st_new_renderbuffer_fb(GL_RGBA16, GL_FALSE); + = st_new_renderbuffer_fb(PIPE_FORMAT_R16G16B16A16_SNORM); _mesa_add_renderbuffer(&stfb->Base, BUFFER_ACCUM, accumRb); } } -- cgit v1.2.3