new file for st_framebuffer stuff
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103
src/mesa/state_tracker/st_framebuffer.c
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103
src/mesa/state_tracker/st_framebuffer.c
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/**************************************************************************
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*
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* Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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#include "main/imports.h"
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#include "main/context.h"
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#include "st_public.h"
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#include "st_context.h"
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struct st_framebuffer *st_create_framebuffer( const __GLcontextModes *visual )
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{
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struct st_framebuffer *stfb
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= CALLOC_STRUCT(st_framebuffer);
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if (stfb) {
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#if 0
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/* from intel driver... */
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GLboolean swStencil = (mesaVis->stencilBits > 0 &&
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mesaVis->depthBits != 24);
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GLenum rgbFormat = (mesaVis->redBits == 5 ? GL_RGB5 : GL_RGBA8);
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struct intel_framebuffer *intel_fb = CALLOC_STRUCT(intel_framebuffer);
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if (!intel_fb)
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return GL_FALSE;
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_mesa_initialize_framebuffer(&intel_fb->Base, mesaVis);
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/*
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* XXX Create pipe_surfaces for front/back buffers,
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* hand them to state tracker to create a framebuffer object.
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*/
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{
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/* fake frontbuffer */
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/* XXX allocation should only happen in the unusual case
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it's actually needed */
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struct gl_renderbuffer *rb = st_new_renderbuffer_fb(rgbFormat);
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_mesa_add_renderbuffer(&intel_fb->Base, BUFFER_FRONT_LEFT, rb);
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}
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if (mesaVis->doubleBufferMode) {
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struct gl_renderbuffer *rb = st_new_renderbuffer_fb(rgbFormat);
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_mesa_add_renderbuffer(&intel_fb->Base, BUFFER_BACK_LEFT, rb);
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}
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if (mesaVis->depthBits == 24 && mesaVis->stencilBits == 8) {
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/* combined depth/stencil buffer */
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struct gl_renderbuffer *depthStencilRb
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= st_new_renderbuffer_fb(GL_DEPTH24_STENCIL8_EXT);
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/* note: bind RB to two attachment points */
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_mesa_add_renderbuffer(&intel_fb->Base, BUFFER_DEPTH, depthStencilRb);
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_mesa_add_renderbuffer(&intel_fb->Base, BUFFER_STENCIL,depthStencilRb);
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}
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else if (mesaVis->depthBits == 16) {
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/* just 16-bit depth buffer, no hw stencil */
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struct gl_renderbuffer *depthRb
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= st_new_renderbuffer_fb(GL_DEPTH_COMPONENT16);
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_mesa_add_renderbuffer(&intel_fb->Base, BUFFER_DEPTH, depthRb);
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}
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/* now add any/all software-based renderbuffers we may need */
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_mesa_add_soft_renderbuffers(&intel_fb->Base,
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GL_FALSE, /* never sw color */
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GL_FALSE, /* never sw depth */
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swStencil, mesaVis->accumRedBits > 0,
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GL_FALSE, /* never sw alpha */
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GL_FALSE /* never sw aux */ );
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driDrawPriv->driverPrivate = (void *) intel_fb;
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#endif
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}
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return stfb;
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}
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