On 02/24/2016 04:35 PM, Miklós Máté wrote:
Now it follows the GLX 1.4 specification.
Can you elaborate on that a bit?
This fixes post-processing in SW:KotOR. Signed-off-by: Miklós Máté <mtm...@gmail.com> --- src/mesa/main/context.c | 42 ++++++++++++------------------------------ 1 file changed, 12 insertions(+), 30 deletions(-) diff --git a/src/mesa/main/context.c b/src/mesa/main/context.c index 26eee28..6c16229 100644 --- a/src/mesa/main/context.c +++ b/src/mesa/main/context.c @@ -1525,10 +1525,6 @@ _mesa_copy_context( const struct gl_context *src, struct gl_context *dst, * Check if the given context can render into the given framebuffer * by checking visual attributes. * - * Most of these tests could go away because Mesa is now pretty flexible - * in terms of mixing rendering contexts with framebuffers. As long - * as RGB vs. CI mode agree, we're probably good. - * * \return GL_TRUE if compatible, GL_FALSE otherwise. */ static GLboolean @@ -1541,32 +1537,18 @@ check_compatible(const struct gl_context *ctx, if (buffer == _mesa_get_incomplete_framebuffer()) return GL_TRUE; -#if 0 - /* disabling this fixes the fgl_glxgears pbuffer demo */ - if (ctxvis->doubleBufferMode && !bufvis->doubleBufferMode) - return GL_FALSE; -#endif - if (ctxvis->stereoMode && !bufvis->stereoMode) - return GL_FALSE; - if (ctxvis->haveAccumBuffer && !bufvis->haveAccumBuffer) - return GL_FALSE; - if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer) - return GL_FALSE; - if (ctxvis->haveStencilBuffer && !bufvis->haveStencilBuffer) - return GL_FALSE; - if (ctxvis->redMask && ctxvis->redMask != bufvis->redMask) - return GL_FALSE; - if (ctxvis->greenMask && ctxvis->greenMask != bufvis->greenMask) - return GL_FALSE; - if (ctxvis->blueMask && ctxvis->blueMask != bufvis->blueMask) - return GL_FALSE; -#if 0 - /* disabled (see bug 11161) */ - if (ctxvis->depthBits && ctxvis->depthBits != bufvis->depthBits) - return GL_FALSE; -#endif - if (ctxvis->stencilBits && ctxvis->stencilBits != bufvis->stencilBits) - return GL_FALSE; +#define check_component(foo) \ + if (ctxvis->foo && bufvis->foo && \ + ctxvis->foo != bufvis->foo) \ + return GL_FALSE + + check_component(redMask); + check_component(greenMask); + check_component(blueMask); + check_component(depthBits); + check_component(stencilBits); + +#undef check_component
IIRC, Ian had some comments on this so he should re-review. But since Mesa doesn't actually used the red/green/blueMask fields (AFAIK), I'm not sure what those checks are good for.
Nowadays, we should be flexible enough that a single context can render to any variety of 16 or 24 or 32bpp surfaces. If we don't care about the bits/channel, we shouldn't care about the masks either.
-Brian
return GL_TRUE; }
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