Mesa (master): intel: When validating an FBO's combined depth/stencil, use the given FBO.
Eric Anholt
anholt at kemper.freedesktop.org
Tue Jan 4 18:37:06 UTC 2011
Module: Mesa
Branch: master
Commit: b7b2791c6bea6ad0db76fdad9a217aa1efffea93
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=b7b2791c6bea6ad0db76fdad9a217aa1efffea93
Author: Eric Anholt <eric at anholt.net>
Date: Tue Jan 4 10:00:51 2011 -0800
intel: When validating an FBO's combined depth/stencil, use the given FBO.
We were looking at the current draw buffer instead to see whether the
depth/stencil combination matched. So you'd get told your framebuffer
was complete, until you bound it and went to draw and we decided that
it was incomplete.
---
src/mesa/drivers/dri/intel/intel_fbo.c | 8 ++++----
1 files changed, 4 insertions(+), 4 deletions(-)
diff --git a/src/mesa/drivers/dri/intel/intel_fbo.c b/src/mesa/drivers/dri/intel/intel_fbo.c
index 9d33ad1..a47d2d4 100644
--- a/src/mesa/drivers/dri/intel/intel_fbo.c
+++ b/src/mesa/drivers/dri/intel/intel_fbo.c
@@ -571,10 +571,10 @@ intel_validate_framebuffer(struct gl_context *ctx, struct gl_framebuffer *fb)
int i;
if (depthRb && stencilRb && stencilRb != depthRb) {
- if (ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Type == GL_TEXTURE &&
- ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Type == GL_TEXTURE &&
- (ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Texture->Name ==
- ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Texture->Name)) {
+ if (fb->Attachment[BUFFER_DEPTH].Type == GL_TEXTURE &&
+ fb->Attachment[BUFFER_STENCIL].Type == GL_TEXTURE &&
+ (fb->Attachment[BUFFER_DEPTH].Texture->Name ==
+ fb->Attachment[BUFFER_STENCIL].Texture->Name)) {
/* OK */
} else {
/* we only support combined depth/stencil buffers, not separate
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