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authormarha <marha@users.sourceforge.net>2011-12-14 14:08:20 +0100
committermarha <marha@users.sourceforge.net>2011-12-14 14:08:20 +0100
commit7c06219c5953076ef3236b6a8959b99329c77ee9 (patch)
treec4b00bb9d592afcdffdb3e98c7c7320e29488adb /mesalib/src/mesa/swrast/s_renderbuffer.c
parent2b5652fc7742c5ac57aca701214b046626a729e9 (diff)
parent53d28537755790ee4625dc16f560cad5aa93f56b (diff)
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Merge remote-tracking branch 'origin/released'
Conflicts: mesalib/src/mapi/glapi/gen/EXT_gpu_shader4.xml mesalib/src/mapi/glapi/gen/glX_proto_recv.py mesalib/src/mapi/glapi/gen/glX_proto_size.py mesalib/src/mapi/glapi/gen/gl_gentable.py mesalib/src/mapi/glapi/gen/gl_table.py
Diffstat (limited to 'mesalib/src/mesa/swrast/s_renderbuffer.c')
-rw-r--r--mesalib/src/mesa/swrast/s_renderbuffer.c54
1 files changed, 47 insertions, 7 deletions
diff --git a/mesalib/src/mesa/swrast/s_renderbuffer.c b/mesalib/src/mesa/swrast/s_renderbuffer.c
index 7622e38fd..bb7cdebfe 100644
--- a/mesalib/src/mesa/swrast/s_renderbuffer.c
+++ b/mesalib/src/mesa/swrast/s_renderbuffer.c
@@ -1888,6 +1888,31 @@ add_stencil_renderbuffer(struct gl_context *ctx, struct gl_framebuffer *fb,
}
+static GLboolean
+add_depth_stencil_renderbuffer(struct gl_context *ctx,
+ struct gl_framebuffer *fb)
+{
+ struct gl_renderbuffer *rb;
+
+ assert(fb->Attachment[BUFFER_DEPTH].Renderbuffer == NULL);
+ assert(fb->Attachment[BUFFER_STENCIL].Renderbuffer == NULL);
+
+ rb = _mesa_new_renderbuffer(ctx, 0);
+ if (!rb) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating depth+stencil buffer");
+ return GL_FALSE;
+ }
+
+ rb->InternalFormat = GL_DEPTH_STENCIL;
+
+ rb->AllocStorage = soft_renderbuffer_storage;
+ _mesa_add_renderbuffer(fb, BUFFER_DEPTH, rb);
+ _mesa_add_renderbuffer(fb, BUFFER_STENCIL, rb);
+
+ return GL_TRUE;
+}
+
+
/**
* Add a software-based accumulation renderbuffer to the given framebuffer.
* This is a helper routine for device drivers when creating a
@@ -1999,14 +2024,29 @@ _swrast_add_soft_renderbuffers(struct gl_framebuffer *fb,
frontRight, backRight);
}
- if (depth) {
- assert(fb->Visual.depthBits > 0);
- add_depth_renderbuffer(NULL, fb, fb->Visual.depthBits);
- }
+#if 0
+ /* This is pretty much for debugging purposes only since there's a perf
+ * hit for using combined depth/stencil in swrast.
+ */
+ if (depth && fb->Visual.depthBits == 24 &&
+ stencil && fb->Visual.stencilBits == 8) {
+ /* use combined depth/stencil buffer */
+ add_depth_stencil_renderbuffer(NULL, fb);
+ }
+ else
+#else
+ (void) add_depth_stencil_renderbuffer;
+#endif
+ {
+ if (depth) {
+ assert(fb->Visual.depthBits > 0);
+ add_depth_renderbuffer(NULL, fb, fb->Visual.depthBits);
+ }
- if (stencil) {
- assert(fb->Visual.stencilBits > 0);
- add_stencil_renderbuffer(NULL, fb, fb->Visual.stencilBits);
+ if (stencil) {
+ assert(fb->Visual.stencilBits > 0);
+ add_stencil_renderbuffer(NULL, fb, fb->Visual.stencilBits);
+ }
}
if (accum) {