mesa: remove gl_framebuffer:_DepthBuffer, _StencilBuffer fields
These were used by swrast to make a combined depth+stencil buffer look like separate depth and stencil buffers. But that's no longer needed after rewriting the depth/stencil code in swrast. Reviewed-by: Eric Anholt <eric@anholt.net>
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@@ -222,10 +222,6 @@ _mesa_free_framebuffer_data(struct gl_framebuffer *fb)
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ASSERT(!att->Texture);
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att->Type = GL_NONE;
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}
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/* unbind _Depth/_StencilBuffer to decr ref counts */
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_mesa_reference_renderbuffer(&fb->_DepthBuffer, NULL);
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_mesa_reference_renderbuffer(&fb->_StencilBuffer, NULL);
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}
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@@ -681,8 +677,6 @@ update_color_read_buffer(struct gl_context *ctx, struct gl_framebuffer *fb)
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* _ColorDrawBuffers
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* _NumColorDrawBuffers
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* _ColorReadBuffer
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* _DepthBuffer
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* _StencilBuffer
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*
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* If the framebuffer is user-created, make sure it's complete.
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*
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@@ -2673,12 +2673,6 @@ struct gl_framebuffer
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struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
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struct gl_renderbuffer *_ColorReadBuffer;
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/** Wrappers to make combined depth/stencil buffers look like separate
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* buffers. Only used by swrast. Will be removed in the future.
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*/
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struct gl_renderbuffer *_DepthBuffer;
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struct gl_renderbuffer *_StencilBuffer;
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/** Delete this framebuffer */
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void (*Delete)(struct gl_framebuffer *fb);
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};
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