コード例 #1
0
ファイル: st_manager.c プロジェクト: UIKit0/mesa-1
/**
 * Create a framebuffer from a manager interface.
 */
static struct st_framebuffer *
st_framebuffer_create(struct st_framebuffer_iface *stfbi)
{
   struct st_framebuffer *stfb;
   struct gl_config mode;
   gl_buffer_index idx;

   if (!stfbi)
      return NULL;

   stfb = CALLOC_STRUCT(st_framebuffer);
   if (!stfb)
      return NULL;

   st_visual_to_context_mode(stfbi->visual, &mode);
   _mesa_initialize_window_framebuffer(&stfb->Base, &mode);

   stfb->iface = stfbi;
   stfb->iface_stamp = p_atomic_read(&stfbi->stamp) - 1;

   /* add the color buffer */
   idx = stfb->Base._ColorDrawBufferIndexes[0];
   if (!st_framebuffer_add_renderbuffer(stfb, idx)) {
      free(stfb);
      return NULL;
   }

   st_framebuffer_add_renderbuffer(stfb, BUFFER_DEPTH);
   st_framebuffer_add_renderbuffer(stfb, BUFFER_ACCUM);

   stfb->stamp = 0;
   st_framebuffer_update_attachments(stfb);

   return stfb;
}
コード例 #2
0
ファイル: swrast.c プロジェクト: airlied/mesa
static GLboolean
dri_create_buffer(__DRIscreen * sPriv,
		  __DRIdrawable * dPriv,
		  const struct gl_config * visual, GLboolean isPixmap)
{
    struct dri_drawable *drawable = NULL;
    struct gl_framebuffer *fb;
    struct dri_swrast_renderbuffer *frontrb, *backrb;

    TRACE;

    (void) sPriv;
    (void) isPixmap;

    drawable = CALLOC_STRUCT(dri_drawable);
    if (drawable == NULL)
	goto drawable_fail;

    dPriv->driverPrivate = drawable;
    drawable->dPriv = dPriv;

    drawable->row = malloc(SWRAST_MAX_WIDTH * 4);
    if (drawable->row == NULL)
	goto drawable_fail;

    fb = &drawable->Base;

    /* basic framebuffer setup */
    _mesa_initialize_window_framebuffer(fb, visual);

    /* add front renderbuffer */
    frontrb = swrast_new_renderbuffer(visual, dPriv, GL_TRUE);
    _mesa_add_renderbuffer(fb, BUFFER_FRONT_LEFT, &frontrb->Base.Base);

    /* add back renderbuffer */
    if (visual->doubleBufferMode) {
	backrb = swrast_new_renderbuffer(visual, dPriv, GL_FALSE);
	_mesa_add_renderbuffer(fb, BUFFER_BACK_LEFT, &backrb->Base.Base);
    }

    /* add software renderbuffers */
    _swrast_add_soft_renderbuffers(fb,
                                   GL_FALSE, /* color */
                                   visual->haveDepthBuffer,
                                   visual->haveStencilBuffer,
                                   visual->haveAccumBuffer,
                                   GL_FALSE, /* alpha */
                                   GL_FALSE /* aux bufs */);

    return GL_TRUE;

drawable_fail:

    if (drawable)
	free(drawable->row);

    free(drawable);

    return GL_FALSE;
}
コード例 #3
0
/**
 * Create and initialize a gl_framebuffer object.
 * This is intended for creating _window_system_ framebuffers, not generic
 * framebuffer objects ala GL_EXT_framebuffer_object.
 *
 * \sa _mesa_new_framebuffer
 */
struct gl_framebuffer *
_mesa_create_framebuffer(const struct gl_config *visual)
{
   struct gl_framebuffer *fb = CALLOC_STRUCT(gl_framebuffer);
   assert(visual);
   if (fb) {
      _mesa_initialize_window_framebuffer(fb, visual);
   }
   return fb;
}
コード例 #4
0
ファイル: nouveau_fbo.c プロジェクト: AchironOS/chromium.src
struct gl_framebuffer *
nouveau_framebuffer_dri_new(const GLvisual *visual)
{
	struct nouveau_framebuffer *nfb;

	nfb = CALLOC_STRUCT(nouveau_framebuffer);
	if (!nfb)
		return NULL;

	_mesa_initialize_window_framebuffer(&nfb->base, visual);

	return &nfb->base;
}
コード例 #5
0
ファイル: nouveau_fbo.c プロジェクト: mlankhorst/Mesa-3D
struct gl_framebuffer *
nouveau_framebuffer_dri_new(const struct gl_config *visual)
{
	struct nouveau_framebuffer *nfb;

	nfb = CALLOC_STRUCT(nouveau_framebuffer);
	if (!nfb)
		return NULL;

	_mesa_initialize_window_framebuffer(&nfb->base, visual);
	nfb->need_front = !visual->doubleBufferMode;

	return &nfb->base;
}
コード例 #6
0
ファイル: st_manager.c プロジェクト: iquiw/xsrc
/**
 * Create a framebuffer from a manager interface.
 */
static struct st_framebuffer *
st_framebuffer_create(struct st_framebuffer_iface *stfbi)
{
   struct st_framebuffer *stfb;
   struct gl_config mode;
   gl_buffer_index idx;

   if (!stfbi)
      return NULL;

   stfb = CALLOC_STRUCT(st_framebuffer);
   if (!stfb)
      return NULL;

   st_visual_to_context_mode(stfbi->visual, &mode);
   _mesa_initialize_window_framebuffer(&stfb->Base, &mode);

   /* modify the draw/read buffers of the fb */
   st_visual_to_default_buffer(stfbi->visual, &stfb->Base.ColorDrawBuffer[0],
         &stfb->Base._ColorDrawBufferIndexes[0]);
   st_visual_to_default_buffer(stfbi->visual, &stfb->Base.ColorReadBuffer,
         &stfb->Base._ColorReadBufferIndex);

   stfb->iface = stfbi;

   /* add the color buffer */
   idx = stfb->Base._ColorDrawBufferIndexes[0];
   if (!st_framebuffer_add_renderbuffer(stfb, idx)) {
      FREE(stfb);
      return NULL;
   }

   st_framebuffer_add_renderbuffer(stfb, BUFFER_DEPTH);
   st_framebuffer_add_renderbuffer(stfb, BUFFER_ACCUM);

   st_framebuffer_update_attachments(stfb);

   stfb->Base.Initialized = GL_TRUE;

   return stfb;
}
コード例 #7
0
ファイル: intel_screen.c プロジェクト: anupamkaul/mesa
/**
 * This is called when we need to set up GL rendering to a new X window.
 */
static GLboolean
intelCreateBuffer(__DRIscreen * driScrnPriv,
                  __DRIdrawable * driDrawPriv,
                  const struct gl_config * mesaVis, GLboolean isPixmap)
{
   struct intel_renderbuffer *rb;
   struct intel_screen *screen = (struct intel_screen*) driScrnPriv->driverPrivate;
   gl_format rgbFormat;
   unsigned num_samples = intel_quantize_num_samples(screen, mesaVis->samples);
   struct gl_framebuffer *fb;

   if (isPixmap)
      return false;

   fb = CALLOC_STRUCT(gl_framebuffer);
   if (!fb)
      return false;

   _mesa_initialize_window_framebuffer(fb, mesaVis);

   if (mesaVis->redBits == 5)
      rgbFormat = MESA_FORMAT_RGB565;
   else if (mesaVis->sRGBCapable)
      rgbFormat = MESA_FORMAT_SARGB8;
   else if (mesaVis->alphaBits == 0)
      rgbFormat = MESA_FORMAT_XRGB8888;
   else
      rgbFormat = MESA_FORMAT_ARGB8888;

   /* setup the hardware-based renderbuffers */
   rb = intel_create_renderbuffer(rgbFormat, num_samples);
   _mesa_add_renderbuffer(fb, BUFFER_FRONT_LEFT, &rb->Base.Base);

   if (mesaVis->doubleBufferMode) {
      rb = intel_create_renderbuffer(rgbFormat, num_samples);
      _mesa_add_renderbuffer(fb, BUFFER_BACK_LEFT, &rb->Base.Base);
   }

   /*
    * Assert here that the gl_config has an expected depth/stencil bit
    * combination: one of d24/s8, d16/s0, d0/s0. (See intelInitScreen2(),
    * which constructs the advertised configs.)
    */
   if (mesaVis->depthBits == 24) {
      assert(mesaVis->stencilBits == 8);

      if (screen->hw_has_separate_stencil) {
         rb = intel_create_private_renderbuffer(MESA_FORMAT_X8_Z24,
                                                num_samples);
         _mesa_add_renderbuffer(fb, BUFFER_DEPTH, &rb->Base.Base);
         rb = intel_create_private_renderbuffer(MESA_FORMAT_S8,
                                                num_samples);
         _mesa_add_renderbuffer(fb, BUFFER_STENCIL, &rb->Base.Base);
      } else {
         /*
          * Use combined depth/stencil. Note that the renderbuffer is
          * attached to two attachment points.
          */
         rb = intel_create_private_renderbuffer(MESA_FORMAT_S8_Z24,
                                                num_samples);
         _mesa_add_renderbuffer(fb, BUFFER_DEPTH, &rb->Base.Base);
         _mesa_add_renderbuffer(fb, BUFFER_STENCIL, &rb->Base.Base);
      }
   }
   else if (mesaVis->depthBits == 16) {
      assert(mesaVis->stencilBits == 0);
      rb = intel_create_private_renderbuffer(MESA_FORMAT_Z16,
                                             num_samples);
      _mesa_add_renderbuffer(fb, BUFFER_DEPTH, &rb->Base.Base);
   }
   else {
      assert(mesaVis->depthBits == 0);
      assert(mesaVis->stencilBits == 0);
   }

   /* now add any/all software-based renderbuffers we may need */
   _swrast_add_soft_renderbuffers(fb,
                                  false, /* never sw color */
                                  false, /* never sw depth */
                                  false, /* never sw stencil */
                                  mesaVis->accumRedBits > 0,
                                  false, /* never sw alpha */
                                  false  /* never sw aux */ );
   driDrawPriv->driverPrivate = fb;

   return true;
}
コード例 #8
0
ファイル: st_manager.c プロジェクト: maurossi/mesa-mesa
/**
 * Create a framebuffer from a manager interface.
 */
static struct st_framebuffer *
st_framebuffer_create(struct st_context *st,
                      struct st_framebuffer_iface *stfbi)
{
   struct st_framebuffer *stfb;
   struct gl_config mode;
   gl_buffer_index idx;

   if (!stfbi)
      return NULL;

   stfb = CALLOC_STRUCT(st_framebuffer);
   if (!stfb)
      return NULL;

   st_visual_to_context_mode(stfbi->visual, &mode);

   /*
    * For desktop GL, sRGB framebuffer write is controlled by both the
    * capability of the framebuffer and GL_FRAMEBUFFER_SRGB.  We should
    * advertise the capability when the pipe driver (and core Mesa) supports
    * it so that applications can enable sRGB write when they want to.
    *
    * This is not to be confused with GLX_FRAMEBUFFER_SRGB_CAPABLE_ARB.  When
    * the attribute is GLX_TRUE, it tells the st manager to pick a color
    * format such that util_format_srgb(visual->color_format) can be supported
    * by the pipe driver.  We still need to advertise the capability here.
    *
    * For GLES, however, sRGB framebuffer write is controlled only by the
    * capability of the framebuffer.  There is GL_EXT_sRGB_write_control to
    * give applications the control back, but sRGB write is still enabled by
    * default.  To avoid unexpected results, we should not advertise the
    * capability.  This could change when we add support for
    * EGL_KHR_gl_colorspace.
    */
   if (_mesa_is_desktop_gl(st->ctx)) {
      struct pipe_screen *screen = st->pipe->screen;
      const enum pipe_format srgb_format =
         util_format_srgb(stfbi->visual->color_format);

      if (srgb_format != PIPE_FORMAT_NONE &&
          st_pipe_format_to_mesa_format(srgb_format) != MESA_FORMAT_NONE &&
          screen->is_format_supported(screen, srgb_format,
                                      PIPE_TEXTURE_2D, stfbi->visual->samples,
                                      PIPE_BIND_RENDER_TARGET))
         mode.sRGBCapable = GL_TRUE;
   }

   _mesa_initialize_window_framebuffer(&stfb->Base, &mode);

   stfb->iface = stfbi;
   stfb->iface_stamp = p_atomic_read(&stfbi->stamp) - 1;

   /* add the color buffer */
   idx = stfb->Base._ColorDrawBufferIndexes[0];
   if (!st_framebuffer_add_renderbuffer(stfb, idx)) {
      free(stfb);
      return NULL;
   }

   st_framebuffer_add_renderbuffer(stfb, BUFFER_DEPTH);
   st_framebuffer_add_renderbuffer(stfb, BUFFER_ACCUM);

   stfb->stamp = 0;
   st_framebuffer_update_attachments(stfb);

   return stfb;
}
コード例 #9
0
ファイル: radeon_screen.c プロジェクト: DirectFB/mesa
/**
 * Create the Mesa framebuffer and renderbuffers for a given window/drawable.
 *
 * \todo This function (and its interface) will need to be updated to support
 * pbuffers.
 */
static GLboolean
radeonCreateBuffer( __DRIscreen *driScrnPriv,
                    __DRIdrawable *driDrawPriv,
                    const struct gl_config *mesaVis,
                    GLboolean isPixmap )
{
    radeonScreenPtr screen = (radeonScreenPtr) driScrnPriv->driverPrivate;

    const GLboolean swDepth = GL_FALSE;
    const GLboolean swAlpha = GL_FALSE;
    const GLboolean swAccum = mesaVis->accumRedBits > 0;
    const GLboolean swStencil = mesaVis->stencilBits > 0 &&
	mesaVis->depthBits != 24;
    mesa_format rgbFormat;
    struct radeon_framebuffer *rfb;

    if (isPixmap)
      return GL_FALSE; /* not implemented */

    rfb = CALLOC_STRUCT(radeon_framebuffer);
    if (!rfb)
      return GL_FALSE;

    _mesa_initialize_window_framebuffer(&rfb->base, mesaVis);

    if (mesaVis->redBits == 5)
        rgbFormat = _mesa_little_endian() ? MESA_FORMAT_B5G6R5_UNORM : MESA_FORMAT_R5G6B5_UNORM;
    else if (mesaVis->alphaBits == 0)
        rgbFormat = _mesa_little_endian() ? MESA_FORMAT_B8G8R8X8_UNORM : MESA_FORMAT_X8R8G8B8_UNORM;
    else
        rgbFormat = _mesa_little_endian() ? MESA_FORMAT_B8G8R8A8_UNORM : MESA_FORMAT_A8R8G8B8_UNORM;

    /* front color renderbuffer */
    rfb->color_rb[0] = radeon_create_renderbuffer(rgbFormat, driDrawPriv);
    _mesa_add_renderbuffer(&rfb->base, BUFFER_FRONT_LEFT, &rfb->color_rb[0]->base.Base);
    rfb->color_rb[0]->has_surface = 1;

    /* back color renderbuffer */
    if (mesaVis->doubleBufferMode) {
      rfb->color_rb[1] = radeon_create_renderbuffer(rgbFormat, driDrawPriv);
	_mesa_add_renderbuffer(&rfb->base, BUFFER_BACK_LEFT, &rfb->color_rb[1]->base.Base);
	rfb->color_rb[1]->has_surface = 1;
    }

    if (mesaVis->depthBits == 24) {
      if (mesaVis->stencilBits == 8) {
	struct radeon_renderbuffer *depthStencilRb =
           radeon_create_renderbuffer(MESA_FORMAT_Z24_UNORM_S8_UINT, driDrawPriv);
	_mesa_add_renderbuffer(&rfb->base, BUFFER_DEPTH, &depthStencilRb->base.Base);
	_mesa_add_renderbuffer(&rfb->base, BUFFER_STENCIL, &depthStencilRb->base.Base);
	depthStencilRb->has_surface = screen->depthHasSurface;
      } else {
	/* depth renderbuffer */
	struct radeon_renderbuffer *depth =
           radeon_create_renderbuffer(MESA_FORMAT_Z24_UNORM_X8_UINT, driDrawPriv);
	_mesa_add_renderbuffer(&rfb->base, BUFFER_DEPTH, &depth->base.Base);
	depth->has_surface = screen->depthHasSurface;
      }
    } else if (mesaVis->depthBits == 16) {
        /* just 16-bit depth buffer, no hw stencil */
	struct radeon_renderbuffer *depth =
           radeon_create_renderbuffer(MESA_FORMAT_Z_UNORM16, driDrawPriv);
	_mesa_add_renderbuffer(&rfb->base, BUFFER_DEPTH, &depth->base.Base);
	depth->has_surface = screen->depthHasSurface;
    }

    _swrast_add_soft_renderbuffers(&rfb->base,
	    GL_FALSE, /* color */
	    swDepth,
	    swStencil,
	    swAccum,
	    swAlpha,
	    GL_FALSE /* aux */);
    driDrawPriv->driverPrivate = (void *) rfb;

    return (driDrawPriv->driverPrivate != NULL);
}
コード例 #10
0
ファイル: xm_api.c プロジェクト: RAOF/mesa
/**
 * Allocate a new XMesaBuffer object which corresponds to the given drawable.
 * Note that XMesaBuffer is derived from struct gl_framebuffer.
 * The new XMesaBuffer will not have any size (Width=Height=0).
 *
 * \param d  the corresponding X drawable (window or pixmap)
 * \param type  either WINDOW, PIXMAP or PBUFFER, describing d
 * \param vis  the buffer's visual
 * \param cmap  the window's colormap, if known.
 * \return new XMesaBuffer or NULL if any problem
 */
static XMesaBuffer
create_xmesa_buffer(XMesaDrawable d, BufferType type,
                    XMesaVisual vis, XMesaColormap cmap)
{
   XMesaBuffer b;

   ASSERT(type == WINDOW || type == PIXMAP || type == PBUFFER);

   b = (XMesaBuffer) CALLOC_STRUCT(xmesa_buffer);
   if (!b)
      return NULL;

   b->display = vis->display;
   b->xm_visual = vis;
   b->type = type;
   b->cmap = cmap;

   _mesa_initialize_window_framebuffer(&b->mesa_buffer, &vis->mesa_visual);
   b->mesa_buffer.Delete = xmesa_delete_framebuffer;

   /*
    * Front renderbuffer
    */
   b->frontxrb = xmesa_new_renderbuffer(NULL, 0, vis, GL_FALSE);
   if (!b->frontxrb) {
      free(b);
      return NULL;
   }
   b->frontxrb->Parent = b;
   b->frontxrb->drawable = d;
   b->frontxrb->pixmap = (XMesaPixmap) d;
   _mesa_add_renderbuffer(&b->mesa_buffer, BUFFER_FRONT_LEFT,
                          &b->frontxrb->Base.Base);

   /*
    * Back renderbuffer
    */
   if (vis->mesa_visual.doubleBufferMode) {
      b->backxrb = xmesa_new_renderbuffer(NULL, 0, vis, GL_TRUE);
      if (!b->backxrb) {
         /* XXX free front xrb too */
         free(b);
         return NULL;
      }
      b->backxrb->Parent = b;
      /* determine back buffer implementation */
      b->db_mode = vis->ximage_flag ? BACK_XIMAGE : BACK_PIXMAP;
      
      _mesa_add_renderbuffer(&b->mesa_buffer, BUFFER_BACK_LEFT,
                             &b->backxrb->Base.Base);
   }

   /*
    * Other renderbuffer (depth, stencil, etc)
    */
   _swrast_add_soft_renderbuffers(&b->mesa_buffer,
                                  GL_FALSE,  /* color */
                                  vis->mesa_visual.haveDepthBuffer,
                                  vis->mesa_visual.haveStencilBuffer,
                                  vis->mesa_visual.haveAccumBuffer,
                                  GL_FALSE,  /* software alpha buffer */
                                  vis->mesa_visual.numAuxBuffers > 0 );

   /* GLX_EXT_texture_from_pixmap */
   b->TextureTarget = 0;
   b->TextureFormat = GLX_TEXTURE_FORMAT_NONE_EXT;
   b->TextureMipmap = 0;

   /* insert buffer into linked list */
   b->Next = XMesaBufferList;
   XMesaBufferList = b;

   return b;
}
コード例 #11
0
MesaSoftwareRenderer::MesaSoftwareRenderer(BGLView* view, ulong options,
	BGLDispatcher* dispatcher)
	: BGLRenderer(view, options, dispatcher),
	fBitmap(NULL),
	fDirectModeEnabled(false),
	fInfo(NULL),
	fInfoLocker("info locker"),
	fContext(NULL),
	fVisual(NULL),
	fFrameBuffer(NULL),
	fFrontRenderBuffer(NULL),
	fBackRenderBuffer(NULL),
	fColorSpace(B_NO_COLOR_SPACE)
{
	CALLED();

	fClearColor[BE_RCOMP] = 0;
	fClearColor[BE_GCOMP] = 0;
	fClearColor[BE_BCOMP] = 0;
	fClearColor[BE_ACOMP] = 0;

	fClearIndex = 0;

	fColorSpace = BScreen(GLView()->Window()).ColorSpace();

	// We force single buffering for the time being
	options &= ~BGL_DOUBLE;

	const GLboolean rgbFlag = ((options & BGL_INDEX) == 0);
	const GLboolean alphaFlag = ((options & BGL_ALPHA) == BGL_ALPHA);
	const GLboolean dblFlag = ((options & BGL_DOUBLE) == BGL_DOUBLE);
	const GLboolean stereoFlag = false;
	const GLint depth = (options & BGL_DEPTH) ? 16 : 0;
	const GLint stencil = (options & BGL_STENCIL) ? 8 : 0;
	const GLint accum = (options & BGL_ACCUM) ? 16 : 0;
	const GLint red = rgbFlag ? 8 : 0;
	const GLint green = rgbFlag ? 8 : 0;
	const GLint blue = rgbFlag ? 8 : 0;
	const GLint alpha = alphaFlag ? 8 : 0;

	fOptions = options; // | BGL_INDIRECT;
	struct dd_function_table functions;

	fVisual = _mesa_create_visual(dblFlag, stereoFlag, red, green,
		blue, alpha, depth, stencil, accum, accum, accum,
		alpha ? accum : 0, 1);

	// Initialize device driver function table
	_mesa_init_driver_functions(&functions);

	functions.GetString 	= _GetString;
	functions.UpdateState 	= _UpdateState;
	functions.GetBufferSize = NULL;
	functions.Error			= _Error;
	functions.Viewport		= _Viewport;
	functions.Flush			= _Flush;

	// create core context
#if HAIKU_MESA_VER <= 708
	fContext = _mesa_create_context(fVisual, NULL, &functions, this);
#else
	fContext = _mesa_create_context(API_OPENGL, fVisual, NULL,
		&functions, this);
#endif

	if (!fContext) {
		ERROR("%s: Failed to create Mesa context!\n", __func__);
		_mesa_destroy_visual(fVisual);
		return;
	}

	/* Initialize the software rasterizer and helper modules. */
	_swrast_CreateContext(fContext);
	_vbo_CreateContext(fContext);
	_tnl_CreateContext(fContext);
	_swsetup_CreateContext(fContext);
	_swsetup_Wakeup(fContext);

	// Use default TCL pipeline
	TNL_CONTEXT(fContext)->Driver.RunPipeline = _tnl_run_pipeline;

	_mesa_meta_init(fContext);
	_mesa_enable_sw_extensions(fContext);
	_mesa_enable_1_3_extensions(fContext);
	_mesa_enable_1_4_extensions(fContext);
	_mesa_enable_1_5_extensions(fContext);
	_mesa_enable_2_0_extensions(fContext);
	_mesa_enable_2_1_extensions(fContext);

	// create core framebuffer
	fFrameBuffer = (struct msr_framebuffer*)calloc(1,
		sizeof(*fFrameBuffer));
	if (fFrameBuffer == NULL) {
		ERROR("%s: Unable to calloc GL FrameBuffer!\n", __func__);
		_mesa_destroy_visual(fVisual);
		return;
	}
	_mesa_initialize_window_framebuffer(&fFrameBuffer->base, fVisual);

	// Setup front render buffer
	fFrontRenderBuffer = _NewRenderBuffer(true);
	if (fFrontRenderBuffer == NULL) {
		ERROR("%s: FrontRenderBuffer is requested but unallocated!\n",
			__func__);
		_mesa_destroy_visual(fVisual);
		free(fFrameBuffer);
		return;
	}
	_mesa_add_renderbuffer(&fFrameBuffer->base, BUFFER_FRONT_LEFT,
		&fFrontRenderBuffer->base);

	// Setup back render buffer (if requested)
	if (fVisual->doubleBufferMode) {
		fBackRenderBuffer = _NewRenderBuffer(false);
		if (fBackRenderBuffer == NULL) {
			ERROR("%s: BackRenderBuffer is requested but unallocated!\n",
				__func__);
			_mesa_destroy_visual(fVisual);
			free(fFrameBuffer);
			return;
		}
		_mesa_add_renderbuffer(&fFrameBuffer->base, BUFFER_BACK_LEFT,
			&fBackRenderBuffer->base);
	}

#if HAIKU_MESA_VER >= 709
	// New Mesa
	_swrast_add_soft_renderbuffers(&fFrameBuffer->base, GL_FALSE,
		fVisual->haveDepthBuffer, fVisual->haveStencilBuffer,
		fVisual->haveAccumBuffer, alphaFlag, GL_FALSE);
#else
	// Old Mesa
	_mesa_add_soft_renderbuffers(&fFrameBuffer->base, GL_FALSE,
		fVisual->haveDepthBuffer, fVisual->haveStencilBuffer,
		fVisual->haveAccumBuffer, alphaFlag, GL_FALSE);
#endif

	BRect bounds = view->Bounds();
	fWidth = fNewWidth = (GLint)bounds.Width();
	fHeight = fNewHeight = (GLint)bounds.Height();

	// some stupid applications (Quake2) don't even think about calling LockGL()
	// before using glGetString and its glGet*() friends...
	// so make sure there is at least a valid context.

	if (!_mesa_get_current_context()) {
		LockGL();
		// not needed, we don't have a looper yet: UnlockLooper();
	}
}
コード例 #12
0
ファイル: glfbdev.c プロジェクト: AchironOS/chromium.src
GLFBDevBufferPtr
glFBDevCreateBuffer( const struct fb_fix_screeninfo *fixInfo,
                     const struct fb_var_screeninfo *varInfo,
                     const GLFBDevVisualPtr visual,
                     void *frontBuffer, void *backBuffer, size_t size )
{
   struct GLFBDevRenderbufferRec *frontrb, *backrb;
   GLFBDevBufferPtr buf;

   ASSERT(visual);
   ASSERT(frontBuffer);
   ASSERT(size > 0);

   /* this is to update the visual if there was a resize and the
      buffer is created again */
   visual->var = *varInfo;
   visual->fix = *fixInfo;

   if (visual->fix.visual != fixInfo->visual ||
       visual->fix.type != fixInfo->type ||
       visual->var.bits_per_pixel != varInfo->bits_per_pixel ||
       visual->var.grayscale != varInfo->grayscale ||
       visual->var.red.offset != varInfo->red.offset ||
       visual->var.green.offset != varInfo->green.offset ||
       visual->var.blue.offset != varInfo->blue.offset ||
       visual->var.transp.offset != varInfo->transp.offset) {
      /* visual mismatch! */
      return NULL;
   }

   buf = CALLOC_STRUCT(GLFBDevBufferRec);
   if (!buf)
      return NULL;

   /* basic framebuffer setup */
   _mesa_initialize_window_framebuffer(&buf->glframebuffer, &visual->glvisual);
   /* add front renderbuffer */
   frontrb = new_glfbdev_renderbuffer(frontBuffer, visual);
   _mesa_add_renderbuffer(&buf->glframebuffer, BUFFER_FRONT_LEFT,
                          &frontrb->Base);
   /* add back renderbuffer */
   if (visual->glvisual.doubleBufferMode) {
      const int malloced = !backBuffer;
      if (malloced) {
         /* malloc a back buffer */
         backBuffer = malloc(size);
         if (!backBuffer) {
            _mesa_free_framebuffer_data(&buf->glframebuffer);
            free(buf);
            return NULL;
         }
      }

      backrb = new_glfbdev_renderbuffer(backBuffer, visual);
      if (!backrb) {
         /* out of mem */
         return NULL;
      }
      backrb->mallocedBuffer = malloced;

      _mesa_add_renderbuffer(&buf->glframebuffer, BUFFER_BACK_LEFT,
                             &backrb->Base);
   }
   /* add software renderbuffers */
   _mesa_add_soft_renderbuffers(&buf->glframebuffer,
                                GL_FALSE, /* color */
                                visual->glvisual.haveDepthBuffer,
                                visual->glvisual.haveStencilBuffer,
                                visual->glvisual.haveAccumBuffer,
                                GL_FALSE, /* alpha */
                                GL_FALSE /* aux bufs */);

   buf->fix = *fixInfo;   /* struct assignment */
   buf->var = *varInfo;   /* struct assignment */
   buf->visual = visual;  /* ptr assignment */
   buf->size = size;
   buf->bytesPerPixel = visual->var.bits_per_pixel / 8;

   return buf;
}