Beispiel #1
0
/**
 * Add a renderbuffer to the framebuffer.
 */
static boolean
st_framebuffer_add_renderbuffer(struct st_framebuffer *stfb,
                                gl_buffer_index idx)
{
   struct gl_renderbuffer *rb;
   enum pipe_format format;
   int samples;
   boolean sw;

   if (!stfb->iface)
      return FALSE;

   /* do not distinguish depth/stencil buffers */
   if (idx == BUFFER_STENCIL)
      idx = BUFFER_DEPTH;

   switch (idx) {
   case BUFFER_DEPTH:
      format = stfb->iface->visual->depth_stencil_format;
      sw = FALSE;
      break;
   case BUFFER_ACCUM:
      format = stfb->iface->visual->accum_format;
      sw = TRUE;
      break;
   default:
      format = stfb->iface->visual->color_format;
      sw = FALSE;
      break;
   }

   if (format == PIPE_FORMAT_NONE)
      return FALSE;

   samples = stfb->iface->visual->samples;
   if (!samples)
      samples = st_get_msaa();

   rb = st_new_renderbuffer_fb(format, samples, sw);
   if (!rb)
      return FALSE;

   if (idx != BUFFER_DEPTH) {
      _mesa_add_renderbuffer(&stfb->Base, idx, rb);
   }
   else {
      if (util_format_get_component_bits(format, UTIL_FORMAT_COLORSPACE_ZS, 0))
         _mesa_add_renderbuffer(&stfb->Base, BUFFER_DEPTH, rb);
      if (util_format_get_component_bits(format, UTIL_FORMAT_COLORSPACE_ZS, 1))
         _mesa_add_renderbuffer(&stfb->Base, BUFFER_STENCIL, rb);
   }

   return TRUE;
}
Beispiel #2
0
static struct st_context *
st_create_context_priv( GLcontext *ctx, struct pipe_context *pipe )
{
   uint i;
   struct st_context *st = ST_CALLOC_STRUCT( st_context );
   
   ctx->st = st;

   st->ctx = ctx;
   st->pipe = pipe;

   /* XXX: this is one-off, per-screen init: */
   st_debug_init();
   
   /* state tracker needs the VBO module */
   _vbo_CreateContext(ctx);

   st->dirty.mesa = ~0;
   st->dirty.st = ~0;

   st->cso_context = cso_create_context(pipe);

   st_init_atoms( st );
   st_init_bitmap(st);
   st_init_clear(st);
   st_init_draw( st );
   st_init_generate_mipmap(st);
   st_init_blit(st);

   if(pipe->screen->get_param(pipe->screen, PIPE_CAP_NPOT_TEXTURES))
      st->internal_target = PIPE_TEXTURE_2D;
   else
      st->internal_target = PIPE_TEXTURE_RECT;

   for (i = 0; i < PIPE_MAX_SAMPLERS; i++)
      st->state.sampler_list[i] = &st->state.samplers[i];

   for (i = 0; i < 3; i++) {
      memset(&st->velems_util_draw[i], 0, sizeof(struct pipe_vertex_element));
      st->velems_util_draw[i].src_offset = i * 4 * sizeof(float);
      st->velems_util_draw[i].instance_divisor = 0;
      st->velems_util_draw[i].vertex_buffer_index = 0;
      st->velems_util_draw[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
   }

   /* we want all vertex data to be placed in buffer objects */
   vbo_use_buffer_objects(ctx);

   /* Need these flags:
    */
   st->ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;

   st->ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;

   st->pixel_xfer.cache = _mesa_new_program_cache();

   st->force_msaa = st_get_msaa();

   /* GL limits and extensions */
   st_init_limits(st);
   st_init_extensions(st);

   return st;
}