Lines Matching full:conf
64 struct glCapabilitiesConfig *conf; in __glXAquaCreateVisualConfigs() local
73 conf->stereo is 0 or 1, but we need at least 1 iteration of the loop, in __glXAquaCreateVisualConfigs()
74 so we treat a true conf->stereo as 2. in __glXAquaCreateVisualConfigs()
78 conf->aux_buffers (when available/non-zero) result in 2 iterations instead of 1. in __glXAquaCreateVisualConfigs()
80 conf->buffers indicates whether we have single or double buffering. in __glXAquaCreateVisualConfigs()
82 conf->total_stencil_bit_depths in __glXAquaCreateVisualConfigs()
84 conf->total_color_buffers indicates the RGB/RGBA color depths. in __glXAquaCreateVisualConfigs()
86 conf->total_accum_buffers iterations for accum (with at least 1 if equal to 0) in __glXAquaCreateVisualConfigs()
88 conf->total_depth_buffer_depths in __glXAquaCreateVisualConfigs()
90 conf->multisample_buffers iterations (with at least 1 if equal to 0). We add 1 in __glXAquaCreateVisualConfigs()
99 for(conf = caps.configurations; conf; conf = conf->next) { in __glXAquaCreateVisualConfigs()
100 if(conf->total_color_buffers <= 0) in __glXAquaCreateVisualConfigs()
103 numConfigs += (conf->stereo ? 2 : 1) in __glXAquaCreateVisualConfigs()
104 * (conf->aux_buffers ? 2 : 1) in __glXAquaCreateVisualConfigs()
105 * conf->buffers in __glXAquaCreateVisualConfigs()
106 * ((conf->total_stencil_bit_depths > 0) ? conf->total_stencil_bit_depths : 1) in __glXAquaCreateVisualConfigs()
107 * conf->total_color_buffers in __glXAquaCreateVisualConfigs()
108 * ((conf->total_accum_buffers > 0) ? conf->total_accum_buffers : 1) in __glXAquaCreateVisualConfigs()
109 * conf->total_depth_buffer_depths in __glXAquaCreateVisualConfigs()
110 * (conf->multisample_buffers + 1); in __glXAquaCreateVisualConfigs()
124 for(conf = caps.configurations; conf; conf = conf->next) { in __glXAquaCreateVisualConfigs()
125 for(stereo = 0; stereo < (conf->stereo ? 2 : 1); ++stereo) { in __glXAquaCreateVisualConfigs()
126 for(aux = 0; aux < (conf->aux_buffers ? 2 : 1); ++aux) { in __glXAquaCreateVisualConfigs()
127 for(buffers = 0; buffers < conf->buffers; ++buffers) { in __glXAquaCreateVisualConfigs()
128 for(stencil = 0; stencil < ((conf->total_stencil_bit_depths > 0) ? in __glXAquaCreateVisualConfigs()
129 conf->total_stencil_bit_depths : 1); ++stencil) { in __glXAquaCreateVisualConfigs()
130 for(color = 0; color < conf->total_color_buffers; ++color) { in __glXAquaCreateVisualConfigs()
131 for(accum = 0; accum < ((conf->total_accum_buffers > 0) ? in __glXAquaCreateVisualConfigs()
132 conf->total_accum_buffers : 1); ++accum) { in __glXAquaCreateVisualConfigs()
133 for(depth = 0; depth < conf->total_depth_buffer_depths; ++depth) { in __glXAquaCreateVisualConfigs()
134 … for(msample = 0; msample < (conf->multisample_buffers + 1); ++msample) { in __glXAquaCreateVisualConfigs()
145 if(conf->accelerated) { in __glXAquaCreateVisualConfigs()
166 c->numAuxBuffers = aux ? conf->aux_buffers : 0; in __glXAquaCreateVisualConfigs()
172 if(conf->total_stencil_bit_depths > 0) { in __glXAquaCreateVisualConfigs()
173 c->stencilBits = conf->stencil_bit_depths[stencil]; in __glXAquaCreateVisualConfigs()
179 … if(GLCAPS_COLOR_BUF_INVALID_VALUE != conf->color_buffers[color].a) { in __glXAquaCreateVisualConfigs()
180 c->alphaBits = conf->color_buffers[color].a; in __glXAquaCreateVisualConfigs()
184 c->redBits = conf->color_buffers[color].r; in __glXAquaCreateVisualConfigs()
185 c->greenBits = conf->color_buffers[color].g; in __glXAquaCreateVisualConfigs()
186 c->blueBits = conf->color_buffers[color].b; in __glXAquaCreateVisualConfigs()
196 if(conf->total_accum_buffers > 0) { in __glXAquaCreateVisualConfigs()
197 c->accumRedBits = conf->accum_buffers[accum].r; in __glXAquaCreateVisualConfigs()
198 c->accumGreenBits = conf->accum_buffers[accum].g; in __glXAquaCreateVisualConfigs()
199 c->accumBlueBits = conf->accum_buffers[accum].b; in __glXAquaCreateVisualConfigs()
200 … if(GLCAPS_COLOR_BUF_INVALID_VALUE != conf->accum_buffers[accum].a) { in __glXAquaCreateVisualConfigs()
201 c->accumAlphaBits = conf->accum_buffers[accum].a; in __glXAquaCreateVisualConfigs()
213 c->depthBits = conf->depth_buffers[depth]; in __glXAquaCreateVisualConfigs()
217 c->samples = conf->multisample_samples; in __glXAquaCreateVisualConfigs()
218 c->sampleBuffers = conf->multisample_buffers; in __glXAquaCreateVisualConfigs()