[Mesa-dev] [PATCH] intel: Recognize all depth formats in get_teximage_readbuffer.
Kenneth Graunke
kenneth at whitecape.org
Sat Jul 9 03:41:32 PDT 2011
The existing code was missing GL_DEPTH_COMPONENT32, resulting in it
wrongly returning the color buffer instead of the depth buffer.
Fixes an issue in PlaneShift 0.5.7 when casting spells. The game calls
CopyTexSubImage2D on buffers with a GL_DEPTH_COMPONENT32 internal
format, which (prior to this patch) resulted in an attempt to copy
ARGB8888 to X8_Z24.
Instead of adding the missing enumeration directly, convert the code to
use _mesa_is_depth_format() and _mesa_is_depthstencil_format() as these
should catch any newly added depth formats in the future.
NOTE: This is a candidate for the 7.10 and 7.11 branches.
Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
---
src/mesa/drivers/dri/intel/intel_tex_copy.c | 12 ++++--------
1 files changed, 4 insertions(+), 8 deletions(-)
diff --git a/src/mesa/drivers/dri/intel/intel_tex_copy.c b/src/mesa/drivers/dri/intel/intel_tex_copy.c
index eda07a4..1a3643d 100644
--- a/src/mesa/drivers/dri/intel/intel_tex_copy.c
+++ b/src/mesa/drivers/dri/intel/intel_tex_copy.c
@@ -55,15 +55,11 @@ get_teximage_readbuffer(struct intel_context *intel, GLenum internalFormat)
DBG("%s %s\n", __FUNCTION__,
_mesa_lookup_enum_by_nr(internalFormat));
- switch (internalFormat) {
- case GL_DEPTH_COMPONENT:
- case GL_DEPTH_COMPONENT16:
- case GL_DEPTH24_STENCIL8_EXT:
- case GL_DEPTH_STENCIL_EXT:
+ if (_mesa_is_depth_format(internalFormat) ||
+ _mesa_is_depthstencil_format(internalFormat))
return intel_get_renderbuffer(intel->ctx.ReadBuffer, BUFFER_DEPTH);
- default:
- return intel_renderbuffer(intel->ctx.ReadBuffer->_ColorReadBuffer);
- }
+
+ return intel_renderbuffer(intel->ctx.ReadBuffer->_ColorReadBuffer);
}
--
1.7.6
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