Lines Matching refs:fb
240 add_color_renderbuffers(struct gl_context *ctx, struct gl_framebuffer *fb, in add_color_renderbuffers() argument
267 assert(fb->Attachment[b].Renderbuffer == NULL); in add_color_renderbuffers()
278 _mesa_attach_and_own_rb(fb, b, rb); in add_color_renderbuffers()
294 add_depth_renderbuffer(struct gl_context *ctx, struct gl_framebuffer *fb, in add_depth_renderbuffer() argument
305 assert(fb->Attachment[BUFFER_DEPTH].Renderbuffer == NULL); in add_depth_renderbuffer()
324 _mesa_attach_and_own_rb(fb, BUFFER_DEPTH, rb); in add_depth_renderbuffer()
339 add_stencil_renderbuffer(struct gl_context *ctx, struct gl_framebuffer *fb, in add_stencil_renderbuffer() argument
350 assert(fb->Attachment[BUFFER_STENCIL].Renderbuffer == NULL); in add_stencil_renderbuffer()
362 _mesa_attach_and_own_rb(fb, BUFFER_STENCIL, rb); in add_stencil_renderbuffer()
370 struct gl_framebuffer *fb) in add_depth_stencil_renderbuffer() argument
374 assert(fb->Attachment[BUFFER_DEPTH].Renderbuffer == NULL); in add_depth_stencil_renderbuffer()
375 assert(fb->Attachment[BUFFER_STENCIL].Renderbuffer == NULL); in add_depth_stencil_renderbuffer()
386 _mesa_attach_and_own_rb(fb, BUFFER_DEPTH, rb); in add_depth_stencil_renderbuffer()
387 _mesa_attach_and_reference_rb(fb, BUFFER_STENCIL, rb); in add_depth_stencil_renderbuffer()
402 add_accum_renderbuffer(struct gl_context *ctx, struct gl_framebuffer *fb, in add_accum_renderbuffer() argument
414 assert(fb->Attachment[BUFFER_ACCUM].Renderbuffer == NULL); in add_accum_renderbuffer()
424 _mesa_attach_and_own_rb(fb, BUFFER_ACCUM, rb); in add_accum_renderbuffer()
442 add_aux_renderbuffers(struct gl_context *ctx, struct gl_framebuffer *fb, in add_aux_renderbuffers() argument
458 assert(fb->Attachment[BUFFER_AUX0 + i].Renderbuffer == NULL); in add_aux_renderbuffers()
469 _mesa_attach_and_own_rb(fb, BUFFER_AUX0 + i, rb); in add_aux_renderbuffers()
481 _swrast_add_soft_renderbuffers(struct gl_framebuffer *fb, in _swrast_add_soft_renderbuffers() argument
490 GLboolean backLeft = fb->Visual.doubleBufferMode; in _swrast_add_soft_renderbuffers()
491 GLboolean frontRight = fb->Visual.stereoMode; in _swrast_add_soft_renderbuffers()
492 GLboolean backRight = fb->Visual.stereoMode && fb->Visual.doubleBufferMode; in _swrast_add_soft_renderbuffers()
495 assert(fb->Visual.redBits == fb->Visual.greenBits); in _swrast_add_soft_renderbuffers()
496 assert(fb->Visual.redBits == fb->Visual.blueBits); in _swrast_add_soft_renderbuffers()
497 add_color_renderbuffers(NULL, fb, in _swrast_add_soft_renderbuffers()
498 fb->Visual.redBits, in _swrast_add_soft_renderbuffers()
499 fb->Visual.alphaBits, in _swrast_add_soft_renderbuffers()
508 if (depth && fb->Visual.depthBits == 24 && in _swrast_add_soft_renderbuffers()
509 stencil && fb->Visual.stencilBits == 8) { in _swrast_add_soft_renderbuffers()
511 add_depth_stencil_renderbuffer(NULL, fb); in _swrast_add_soft_renderbuffers()
519 assert(fb->Visual.depthBits > 0); in _swrast_add_soft_renderbuffers()
520 add_depth_renderbuffer(NULL, fb, fb->Visual.depthBits); in _swrast_add_soft_renderbuffers()
524 assert(fb->Visual.stencilBits > 0); in _swrast_add_soft_renderbuffers()
525 add_stencil_renderbuffer(NULL, fb, fb->Visual.stencilBits); in _swrast_add_soft_renderbuffers()
530 assert(fb->Visual.accumRedBits > 0); in _swrast_add_soft_renderbuffers()
531 assert(fb->Visual.accumGreenBits > 0); in _swrast_add_soft_renderbuffers()
532 assert(fb->Visual.accumBlueBits > 0); in _swrast_add_soft_renderbuffers()
533 add_accum_renderbuffer(NULL, fb, in _swrast_add_soft_renderbuffers()
534 fb->Visual.accumRedBits, in _swrast_add_soft_renderbuffers()
535 fb->Visual.accumGreenBits, in _swrast_add_soft_renderbuffers()
536 fb->Visual.accumBlueBits, in _swrast_add_soft_renderbuffers()
537 fb->Visual.accumAlphaBits); in _swrast_add_soft_renderbuffers()
541 assert(fb->Visual.numAuxBuffers > 0); in _swrast_add_soft_renderbuffers()
542 add_aux_renderbuffers(NULL, fb, fb->Visual.redBits, in _swrast_add_soft_renderbuffers()
543 fb->Visual.numAuxBuffers); in _swrast_add_soft_renderbuffers()
557 struct gl_framebuffer *fb, in map_attachment() argument
560 struct gl_texture_object *texObj = fb->Attachment[buffer].Texture; in map_attachment()
561 struct gl_renderbuffer *rb = fb->Attachment[buffer].Renderbuffer; in map_attachment()
566 const GLuint level = fb->Attachment[buffer].TextureLevel; in map_attachment()
567 const GLuint face = fb->Attachment[buffer].CubeMapFace; in map_attachment()
568 const GLuint slice = fb->Attachment[buffer].Zoffset; in map_attachment()
583 fb->FlipY); in map_attachment()
592 struct gl_framebuffer *fb, in unmap_attachment() argument
595 struct gl_texture_object *texObj = fb->Attachment[buffer].Texture; in unmap_attachment()
596 struct gl_renderbuffer *rb = fb->Attachment[buffer].Renderbuffer; in unmap_attachment()
601 const GLuint level = fb->Attachment[buffer].TextureLevel; in unmap_attachment()
602 const GLuint face = fb->Attachment[buffer].CubeMapFace; in unmap_attachment()
603 const GLuint slice = fb->Attachment[buffer].Zoffset; in unmap_attachment()
647 struct gl_framebuffer *fb = ctx->DrawBuffer; in _swrast_map_renderbuffers() local
651 depthRb = fb->Attachment[BUFFER_DEPTH].Renderbuffer; in _swrast_map_renderbuffers()
654 map_attachment(ctx, fb, BUFFER_DEPTH); in _swrast_map_renderbuffers()
657 stencilRb = fb->Attachment[BUFFER_STENCIL].Renderbuffer; in _swrast_map_renderbuffers()
660 map_attachment(ctx, fb, BUFFER_STENCIL); in _swrast_map_renderbuffers()
663 for (buf = 0; buf < fb->_NumColorDrawBuffers; buf++) { in _swrast_map_renderbuffers()
664 if (fb->_ColorDrawBufferIndexes[buf] != BUFFER_NONE) { in _swrast_map_renderbuffers()
665 map_attachment(ctx, fb, fb->_ColorDrawBufferIndexes[buf]); in _swrast_map_renderbuffers()
666 find_renderbuffer_colortype(fb->_ColorDrawBuffers[buf]); in _swrast_map_renderbuffers()
678 struct gl_framebuffer *fb = ctx->DrawBuffer; in _swrast_unmap_renderbuffers() local
682 depthRb = fb->Attachment[BUFFER_DEPTH].Renderbuffer; in _swrast_unmap_renderbuffers()
685 unmap_attachment(ctx, fb, BUFFER_DEPTH); in _swrast_unmap_renderbuffers()
688 stencilRb = fb->Attachment[BUFFER_STENCIL].Renderbuffer; in _swrast_unmap_renderbuffers()
691 unmap_attachment(ctx, fb, BUFFER_STENCIL); in _swrast_unmap_renderbuffers()
694 for (buf = 0; buf < fb->_NumColorDrawBuffers; buf++) { in _swrast_unmap_renderbuffers()
695 if (fb->_ColorDrawBufferIndexes[buf] != BUFFER_NONE) { in _swrast_unmap_renderbuffers()
696 unmap_attachment(ctx, fb, fb->_ColorDrawBufferIndexes[buf]); in _swrast_unmap_renderbuffers()