__ATTRIB(__DRI_ATTRIB_OPTIMAL_PBUFFER_HEIGHT, optimalPbufferHeight),
#if 0
__ATTRIB(__DRI_ATTRIB_SWAP_METHOD, swapMethod),
+#endif
__ATTRIB(__DRI_ATTRIB_BIND_TO_TEXTURE_RGB, bindToTextureRgb),
__ATTRIB(__DRI_ATTRIB_BIND_TO_TEXTURE_RGBA, bindToTextureRgba),
__ATTRIB(__DRI_ATTRIB_BIND_TO_MIPMAP_TEXTURE, bindToMipmapTexture),
__ATTRIB(__DRI_ATTRIB_YINVERTED, yInverted),
-#endif
};
#define ARRAY_SIZE(a) (sizeof (a) / sizeof ((a)[0]))
return GL_FALSE;
break;
-#if 0
- /* The X server doesn't send these, so ignore them for now. */
case __DRI_ATTRIB_BIND_TO_TEXTURE_TARGETS:
glxValue = 0;
if (value & __DRI_ATTRIB_TEXTURE_1D_BIT)
if (glxValue != modes->bindToTextureTargets)
return GL_FALSE;
break;
-#endif
default:
if (!scalarEqual(modes, attrib, value))
__ATTRIB(__DRI_ATTRIB_BIND_TO_TEXTURE_RGB, bindToTextureRgb),
__ATTRIB(__DRI_ATTRIB_BIND_TO_TEXTURE_RGBA, bindToTextureRgba),
__ATTRIB(__DRI_ATTRIB_BIND_TO_MIPMAP_TEXTURE, bindToMipmapTexture),
+ __ATTRIB(__DRI_ATTRIB_BIND_TO_TEXTURE_TARGETS, bindToTextureTargets),
__ATTRIB(__DRI_ATTRIB_YINVERTED, yInverted),
/* The struct field doesn't matter here, these are handled by the
* so the iterator includes them though.*/
__ATTRIB(__DRI_ATTRIB_RENDER_TYPE, level),
__ATTRIB(__DRI_ATTRIB_CONFIG_CAVEAT, level),
- __ATTRIB(__DRI_ATTRIB_BIND_TO_TEXTURE_TARGETS, level),
__ATTRIB(__DRI_ATTRIB_SWAP_METHOD, level)
};
else
*value = 0;
break;
- case __DRI_ATTRIB_BIND_TO_TEXTURE_TARGETS:
- *value = 0;
- if (config->modes.bindToTextureTargets & GLX_TEXTURE_1D_BIT_EXT)
- *value |= __DRI_ATTRIB_TEXTURE_1D_BIT;
- if (config->modes.bindToTextureTargets & GLX_TEXTURE_2D_BIT_EXT)
- *value |= __DRI_ATTRIB_TEXTURE_2D_BIT;
- if (config->modes.bindToTextureTargets & GLX_TEXTURE_RECTANGLE_BIT_EXT)
- *value |= __DRI_ATTRIB_TEXTURE_RECTANGLE_BIT;
- break;
case __DRI_ATTRIB_SWAP_METHOD:
break;
modes->accumAlphaBits) > 0);
modes->haveDepthBuffer = (modes->depthBits > 0);
modes->haveStencilBuffer = (modes->stencilBits > 0);
+
+ modes->bindToTextureRgb = GL_TRUE;
+ modes->bindToTextureRgba = GL_TRUE;
+ modes->bindToMipmapTexture = GL_FALSE;
+ modes->bindToTextureTargets = modes->rgbMode ?
+ __DRI_ATTRIB_TEXTURE_1D_BIT |
+ __DRI_ATTRIB_TEXTURE_2D_BIT |
+ __DRI_ATTRIB_TEXTURE_RECTANGLE_BIT :
+ 0;
}
}
}