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#include "mtypes.h"
#include "drirenderbuffer.h"
#include "renderbuffer.h"
#include "imports.h"
/**
* This will get called when a window is resized.
* Just update width, height and internal format fields for now.
* There's usually no memory allocation above because the present
* DRI drivers use statically-allocated full-screen buffers.
*/
static GLboolean
driRenderbufferStorage(GLcontext *ctx, struct gl_renderbuffer *rb,
GLenum internalFormat, GLuint width, GLuint height)
{
rb->Width = width;
rb->Height = height;
rb->InternalFormat = internalFormat;
return GL_TRUE;
}
/**
* Allocate a new driRenderbuffer object.
* Individual drivers are free to implement different versions of
* this function.
* \param format Either GL_RGBA, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24,
* GL_DEPTH_COMPONENT32, or GL_STENCIL_INDEX8_EXT (for now).
* \param cpp chars or bytes per pixel
* \param offset start of buffer with respect to framebuffer address
* \param pitch pixels per row
*/
driRenderbuffer *
driNewRenderbuffer(GLenum format, GLint cpp, GLint offset, GLint pitch)
{
driRenderbuffer *drb;
assert(format == GL_RGBA ||
format == GL_DEPTH_COMPONENT16 ||
format == GL_DEPTH_COMPONENT24 ||
format == GL_DEPTH_COMPONENT32 ||
format == GL_STENCIL_INDEX8_EXT);
assert(cpp > 0);
assert(pitch > 0);
drb = _mesa_calloc(sizeof(driRenderbuffer));
if (drb) {
const GLuint name = 0;
_mesa_init_renderbuffer(&drb->Base, name);
/* Make sure we're using a null-valued GetPointer routine */
assert(drb->Base.GetPointer(NULL, &drb->Base, 0, 0) == NULL);
drb->Base.InternalFormat = format;
if (format == GL_RGBA) {
/* Color */
drb->Base._BaseFormat = GL_RGBA;
drb->Base.DataType = GL_UNSIGNED_BYTE;
}
else if (format == GL_DEPTH_COMPONENT16) {
/* Depth */
drb->Base._BaseFormat = GL_DEPTH_COMPONENT;
/* we always Get/Put 32-bit Z values */
drb->Base.DataType = GL_UNSIGNED_INT;
}
else if (format == GL_DEPTH_COMPONENT24) {
/* Depth */
drb->Base._BaseFormat = GL_DEPTH_COMPONENT;
/* we always Get/Put 32-bit Z values */
drb->Base.DataType = GL_UNSIGNED_INT;
}
else {
/* Stencil */
ASSERT(format == GL_STENCIL_INDEX8);
drb->Base._BaseFormat = GL_STENCIL_INDEX;
drb->Base.DataType = GL_UNSIGNED_BYTE;
}
/* XXX if we were allocating a user-created renderbuffer, we'd have
* to fill in the ComponentSizes[] array too.
*/
drb->Base.AllocStorage = driRenderbufferStorage;
/* using default Delete function */
/* DRI renderbuffer-specific fields: */
drb->offset = offset;
drb->pitch = pitch;
drb->cpp = cpp;
}
return drb;
}
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