示例#1
0
文件: tcuX11.cpp 项目: crucible/deqp
::Visual* Display::getVisual (VisualID visualID)
{
	XVisualInfo		info;

	if (getVisualInfo(visualID, info))
		return info.visual;

	return DE_NULL;
}
示例#2
0
XVisualInfo *
__glutDetermineVisual(
  unsigned int displayMode,
  Bool * treatAsSingle,
  XVisualInfo * (getVisualInfo) (unsigned int))
{
  XVisualInfo *vis;

  /* Should not be looking at display mode mask if
     __glutDisplayString is non-NULL. */
  assert(!__glutDisplayString);

  *treatAsSingle = GLUT_WIND_IS_SINGLE(displayMode);
  vis = getVisualInfo(displayMode);
  if (!vis) {
    /* Fallback cases when can't get exactly what was asked
       for... */
    if (GLUT_WIND_IS_SINGLE(displayMode)) {
      /* If we can't find a single buffered visual, try looking
         for a double buffered visual.  We can treat a double
         buffered visual as a single buffer visual by changing
         the draw buffer to GL_FRONT and treating any swap
         buffers as no-ops. */
      displayMode |= GLUT_DOUBLE;
      vis = getVisualInfo(displayMode);
      *treatAsSingle = True;
    }
    if (!vis && GLUT_WIND_IS_MULTISAMPLE(displayMode)) {
      /* If we can't seem to get multisampling (ie, not Reality
         Engine class graphics!), go without multisampling.  It
         is up to the application to query how many multisamples
         were allocated (0 equals no multisampling) if the
         application is going to use multisampling for more than
         just antialiasing. */
      displayMode &= ~GLUT_MULTISAMPLE;
      vis = getVisualInfo(displayMode);
    }
  }
  return vis;
}