On 06/15/2011 06:34 PM, Chad Versace wrote:
If a renderbuffer wraps multiple renderbuffers, then Unwrapped points to
the them.
For example, if hardware requires separate depth and stencil buffers
(X8_Z24 and S8), then glRenderbufferStorage(GL_DEPTH24_STENCIL8) may
create a fake S8_Z24 renderbuffer for which Unwrapped[BUFFER_DEPTH] and
Unwrapped[BUFFER_STENCIL] point to the real X8_Z24 and S8 renderbuffers.
Alter the following function to take Unwrapped into account:
_mesa_framebuffer_renderbuffer
_mesa_update_depth_buffer
_mesa_update_stencil_buffer
_mesa_reference_renderbuffer
Chad, could you give a bit of background on the big picture here?
When/why do we need to represent separate depth and stencil buffers as
a unified depth+stencil buffer?
I'd like to move away from the whole renderbuffer/wrapper business.
As I mentioned the other day, I'd like to move to a simple map/unmap
model to accesss renderbuffer (and texture) data. Mesa would
generally see the buffers as-is without any kind of
wrappers/converters. If a driver needed to change the appearance of
buffer(s) to core Mesa, it would have to do the data munging inside
map()/unmap(). Would that approach work with the problem you're
solving with unwrappers?
Thanks.
-Brian
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