Move _mesa_add_soft_renderbuffers() from framebuffer.c to renderbuffer.c

Update some comments, code, etc.
This commit is contained in:
Brian Paul
2005-09-13 23:37:50 +00:00
parent 7909dd920d
commit f084f60f8b
4 changed files with 107 additions and 107 deletions

View File

@@ -1,6 +1,6 @@
/*
* Mesa 3-D graphics library
* Version: 6.3
* Version: 6.5
*
* Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
*
@@ -103,7 +103,6 @@ _mesa_new_framebuffer(GLcontext *ctx, GLuint name)
if (fb) {
fb->Name = name;
fb->RefCount = 1;
fb->Delete = _mesa_destroy_framebuffer;
fb->ColorDrawBuffer[0] = GL_COLOR_ATTACHMENT0_EXT;
fb->_ColorDrawBufferMask[0] = BUFFER_BIT_COLOR0;
fb->ColorReadBuffer = GL_COLOR_ATTACHMENT0_EXT;
@@ -115,7 +114,8 @@ _mesa_new_framebuffer(GLcontext *ctx, GLuint name)
/**
* Initialize a gl_framebuffer object.
* Initialize a gl_framebuffer object. Typically used to initialize
* window system-created framebuffers, not user-created framebuffers.
* \sa _mesa_create_framebuffer
*/
void
@@ -149,99 +149,16 @@ _mesa_initialize_framebuffer(struct gl_framebuffer *fb, const GLvisual *visual)
}
/**
* Create/attach software-based renderbuffers to the given framebuffer.
* This is a helper routine for device drivers. Drivers can just as well
* call the individual _mesa_add_*_renderbuffer() routines directly.
*/
void
_mesa_add_soft_renderbuffers(struct gl_framebuffer *fb,
GLboolean color,
GLboolean depth,
GLboolean stencil,
GLboolean accum,
GLboolean alpha,
GLboolean aux)
{
GLboolean frontLeft = GL_TRUE;
GLboolean backLeft = fb->Visual.doubleBufferMode;
GLboolean frontRight = fb->Visual.stereoMode;
GLboolean backRight = fb->Visual.stereoMode && fb->Visual.doubleBufferMode;
if (color) {
if (fb->Visual.rgbMode) {
assert(fb->Visual.redBits == fb->Visual.greenBits);
assert(fb->Visual.redBits == fb->Visual.blueBits);
_mesa_add_color_renderbuffers(NULL, fb,
fb->Visual.redBits,
fb->Visual.alphaBits,
frontLeft, backLeft,
frontRight, backRight);
}
else {
_mesa_add_color_index_renderbuffers(NULL, fb,
fb->Visual.indexBits,
frontLeft, backLeft,
frontRight, backRight);
}
}
if (depth) {
assert(fb->Visual.depthBits > 0);
_mesa_add_depth_renderbuffer(NULL, fb, fb->Visual.depthBits);
}
if (stencil) {
assert(fb->Visual.stencilBits > 0);
_mesa_add_stencil_renderbuffer(NULL, fb, fb->Visual.stencilBits);
}
if (accum) {
assert(fb->Visual.rgbMode);
assert(fb->Visual.accumRedBits > 0);
assert(fb->Visual.accumGreenBits > 0);
assert(fb->Visual.accumBlueBits > 0);
_mesa_add_accum_renderbuffer(NULL, fb,
fb->Visual.accumRedBits,
fb->Visual.accumGreenBits,
fb->Visual.accumBlueBits,
fb->Visual.accumAlphaBits);
}
if (aux) {
assert(fb->Visual.rgbMode);
assert(fb->Visual.numAuxBuffers > 0);
_mesa_add_aux_renderbuffers(NULL, fb, fb->Visual.redBits,
fb->Visual.numAuxBuffers);
}
#if 1
if (alpha) {
assert(fb->Visual.rgbMode);
assert(fb->Visual.alphaBits > 0);
_mesa_add_alpha_renderbuffers(NULL, fb, fb->Visual.alphaBits,
frontLeft, backLeft,
frontRight, backRight);
}
#endif
#if 0
if (multisample) {
/* maybe someday */
}
#endif
}
/**
* Deallocate buffer and everything attached to it.
* Typically called via the gl_framebuffer->Delete() method.
*/
void
_mesa_destroy_framebuffer(struct gl_framebuffer *buffer)
_mesa_destroy_framebuffer(struct gl_framebuffer *fb)
{
if (buffer) {
_mesa_free_framebuffer_data(buffer);
FREE(buffer);
if (fb) {
_mesa_free_framebuffer_data(fb);
FREE(fb);
}
}
@@ -398,7 +315,7 @@ _mesa_update_draw_buffer_bounds(GLcontext *ctx)
/**
* The glGet queries of the framebuffer red/green/blue size, stencil size,
* etc. are satisfied by the fields of ctx->DrawBuffer->Visual. These can
* change depending on the renderbuffer bindings. This function update's
* change depending on the renderbuffer bindings. This function updates
* the given framebuffer's Visual from the current renderbuffer bindings.
* This is only intended for user-created framebuffers.
*/
@@ -481,8 +398,9 @@ _mesa_update_framebuffer(GLcontext *ctx)
/*
* Update the list of drawing renderbuffer pointers.
* Later, when we're rendering we'll loop from 0 to _NumColorDrawBuffers
* writing colors. We have a loop because glDrawBuffer(GL_FRONT_AND_BACK)
* can specify writing to two or four color buffers.
* writing colors. We need the inner loop here because
* glDrawBuffer(GL_FRONT_AND_BACK) can specify writing to two or four
* color buffers (for example).
*/
for (output = 0; output < ctx->Const.MaxDrawBuffers; output++) {
GLuint bufferMask = fb->_ColorDrawBufferMask[output];

View File

@@ -1,6 +1,6 @@
/*
* Mesa 3-D graphics library
* Version: 6.3
* Version: 6.5
*
* Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
*
@@ -36,15 +36,6 @@ _mesa_new_framebuffer(GLcontext *ctx, GLuint name);
extern void
_mesa_initialize_framebuffer(struct gl_framebuffer *fb, const GLvisual *visual);
extern void
_mesa_add_soft_renderbuffers(struct gl_framebuffer *fb,
GLboolean color,
GLboolean depth,
GLboolean stencil,
GLboolean accum,
GLboolean alpha,
GLboolean aux);
extern void
_mesa_destroy_framebuffer(struct gl_framebuffer *buffer);

View File

@@ -1,6 +1,6 @@
/*
* Mesa 3-D graphics library
* Version: 6.3
* Version: 6.5
*
* Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
*
@@ -48,6 +48,7 @@
#include "renderbuffer.h"
/* 32-bit color index format. Not a public format. */
#define COLOR_INDEX32 0x424243
@@ -58,7 +59,7 @@
*/
/**********************************************************************
* Functions for buffers of 1 X GLushort values.
* Functions for buffers of 1 X GLubyte values.
* Typically stencil.
*/
@@ -1835,6 +1836,87 @@ _mesa_add_aux_renderbuffers(GLcontext *ctx, struct gl_framebuffer *fb,
}
/**
* Create/attach software-based renderbuffers to the given framebuffer.
* This is a helper routine for device drivers. Drivers can just as well
* call the individual _mesa_add_*_renderbuffer() routines directly.
*/
void
_mesa_add_soft_renderbuffers(struct gl_framebuffer *fb,
GLboolean color,
GLboolean depth,
GLboolean stencil,
GLboolean accum,
GLboolean alpha,
GLboolean aux)
{
GLboolean frontLeft = GL_TRUE;
GLboolean backLeft = fb->Visual.doubleBufferMode;
GLboolean frontRight = fb->Visual.stereoMode;
GLboolean backRight = fb->Visual.stereoMode && fb->Visual.doubleBufferMode;
if (color) {
if (fb->Visual.rgbMode) {
assert(fb->Visual.redBits == fb->Visual.greenBits);
assert(fb->Visual.redBits == fb->Visual.blueBits);
_mesa_add_color_renderbuffers(NULL, fb,
fb->Visual.redBits,
fb->Visual.alphaBits,
frontLeft, backLeft,
frontRight, backRight);
}
else {
_mesa_add_color_index_renderbuffers(NULL, fb,
fb->Visual.indexBits,
frontLeft, backLeft,
frontRight, backRight);
}
}
if (depth) {
assert(fb->Visual.depthBits > 0);
_mesa_add_depth_renderbuffer(NULL, fb, fb->Visual.depthBits);
}
if (stencil) {
assert(fb->Visual.stencilBits > 0);
_mesa_add_stencil_renderbuffer(NULL, fb, fb->Visual.stencilBits);
}
if (accum) {
assert(fb->Visual.rgbMode);
assert(fb->Visual.accumRedBits > 0);
assert(fb->Visual.accumGreenBits > 0);
assert(fb->Visual.accumBlueBits > 0);
_mesa_add_accum_renderbuffer(NULL, fb,
fb->Visual.accumRedBits,
fb->Visual.accumGreenBits,
fb->Visual.accumBlueBits,
fb->Visual.accumAlphaBits);
}
if (aux) {
assert(fb->Visual.rgbMode);
assert(fb->Visual.numAuxBuffers > 0);
_mesa_add_aux_renderbuffers(NULL, fb, fb->Visual.redBits,
fb->Visual.numAuxBuffers);
}
if (alpha) {
assert(fb->Visual.rgbMode);
assert(fb->Visual.alphaBits > 0);
_mesa_add_alpha_renderbuffers(NULL, fb, fb->Visual.alphaBits,
frontLeft, backLeft,
frontRight, backRight);
}
#if 0
if (multisample) {
/* maybe someday */
}
#endif
}
/**
* Attach a renderbuffer to a framebuffer.

View File

@@ -1,6 +1,6 @@
/*
* Mesa 3-D graphics library
* Version: 6.3
* Version: 6.5
*
* Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
*
@@ -77,6 +77,15 @@ extern GLboolean
_mesa_add_aux_renderbuffers(GLcontext *ctx, struct gl_framebuffer *fb,
GLuint bits, GLuint numBuffers);
extern void
_mesa_add_soft_renderbuffers(struct gl_framebuffer *fb,
GLboolean color,
GLboolean depth,
GLboolean stencil,
GLboolean accum,
GLboolean alpha,
GLboolean aux);
extern void
_mesa_add_renderbuffer(struct gl_framebuffer *fb,
GLuint bufferName, struct gl_renderbuffer *rb);