[intel] Simplify intelCreateBuffer() a bit.

Drop a bunch of unused arguments from intel_create_renderbuffer() and
introduce intel_renderbuffer_set_region() to set the region for
a renderbuffer.
This commit is contained in:
Kristian Høgsberg
2008-01-09 16:55:32 -05:00
parent 33c42c1262
commit e131c46b20
4 changed files with 39 additions and 84 deletions

View File

@@ -429,41 +429,20 @@ intelCreateBuffer(__DRIscreenPrivate * driScrnPriv,
/* setup the hardware-based renderbuffers */
{
intel_fb->color_rb[0]
= intel_create_renderbuffer(rgbFormat,
screen->width, screen->height,
screen->front.offset,
screen->front.pitch,
screen->cpp,
screen->front.map);
intel_set_span_functions(&intel_fb->color_rb[0]->Base);
intel_fb->color_rb[0] = intel_create_renderbuffer(rgbFormat);
_mesa_add_renderbuffer(&intel_fb->Base, BUFFER_FRONT_LEFT,
&intel_fb->color_rb[0]->Base);
}
if (mesaVis->doubleBufferMode) {
intel_fb->color_rb[1]
= intel_create_renderbuffer(rgbFormat,
screen->width, screen->height,
screen->back.offset,
screen->back.pitch,
screen->cpp,
screen->back.map);
intel_set_span_functions(&intel_fb->color_rb[1]->Base);
intel_fb->color_rb[1] = intel_create_renderbuffer(rgbFormat);
_mesa_add_renderbuffer(&intel_fb->Base, BUFFER_BACK_LEFT,
&intel_fb->color_rb[1]->Base);
if (screen->third.handle) {
struct gl_renderbuffer *tmp_rb = NULL;
intel_fb->color_rb[2]
= intel_create_renderbuffer(rgbFormat,
screen->width, screen->height,
screen->third.offset,
screen->third.pitch,
screen->cpp,
screen->third.map);
intel_set_span_functions(&intel_fb->color_rb[2]->Base);
intel_fb->color_rb[2] = intel_create_renderbuffer(rgbFormat);
_mesa_reference_renderbuffer(&tmp_rb, &intel_fb->color_rb[2]->Base);
}
}
@@ -472,13 +451,7 @@ intelCreateBuffer(__DRIscreenPrivate * driScrnPriv,
if (mesaVis->stencilBits == 8) {
/* combined depth/stencil buffer */
struct intel_renderbuffer *depthStencilRb
= intel_create_renderbuffer(GL_DEPTH24_STENCIL8_EXT,
screen->width, screen->height,
screen->depth.offset,
screen->depth.pitch,
screen->cpp, /* 4! */
screen->depth.map);
intel_set_span_functions(&depthStencilRb->Base);
= intel_create_renderbuffer(GL_DEPTH24_STENCIL8_EXT);
/* note: bind RB to two attachment points */
_mesa_add_renderbuffer(&intel_fb->Base, BUFFER_DEPTH,
&depthStencilRb->Base);
@@ -486,13 +459,7 @@ intelCreateBuffer(__DRIscreenPrivate * driScrnPriv,
&depthStencilRb->Base);
} else {
struct intel_renderbuffer *depthRb
= intel_create_renderbuffer(GL_DEPTH_COMPONENT24,
screen->width, screen->height,
screen->depth.offset,
screen->depth.pitch,
screen->cpp, /* 4! */
screen->depth.map);
intel_set_span_functions(&depthRb->Base);
= intel_create_renderbuffer(GL_DEPTH_COMPONENT24);
_mesa_add_renderbuffer(&intel_fb->Base, BUFFER_DEPTH,
&depthRb->Base);
}
@@ -500,13 +467,7 @@ intelCreateBuffer(__DRIscreenPrivate * driScrnPriv,
else if (mesaVis->depthBits == 16) {
/* just 16-bit depth buffer, no hw stencil */
struct intel_renderbuffer *depthRb
= intel_create_renderbuffer(GL_DEPTH_COMPONENT16,
screen->width, screen->height,
screen->depth.offset,
screen->depth.pitch,
screen->cpp, /* 2! */
screen->depth.map);
intel_set_span_functions(&depthRb->Base);
= intel_create_renderbuffer(GL_DEPTH_COMPONENT16);
_mesa_add_renderbuffer(&intel_fb->Base, BUFFER_DEPTH, &depthRb->Base);
}