<div dir="auto">Same problem as in the previous patch.<div dir="auto"><br></div><div dir="auto">Regards,</div><div dir="auto">Gustaw<br><div dir="auto"><br><div class="gmail_extra"><br><div class="gmail_quote">1 cze 2017 15:07 "Samuel Pitoiset" <<a href="mailto:samuel.pitoiset@gmail.com">samuel.pitoiset@gmail.com</a>> napisał(a):<br type="attribution"><blockquote class="quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">Signed-off-by: Samuel Pitoiset <<a href="mailto:samuel.pitoiset@gmail.com">samuel.pitoiset@gmail.com</a>><br>
---<br>
 src/mesa/main/blit.c | 105 +++++++++++++++++++++++++++---<wbr>---------------------<br>
 1 file changed, 56 insertions(+), 49 deletions(-)<br>
<br>
diff --git a/src/mesa/main/blit.c b/src/mesa/main/blit.c<br>
index 207ce7d501..455a9a647f 100644<br>
--- a/src/mesa/main/blit.c<br>
+++ b/src/mesa/main/blit.c<br>
@@ -233,6 +233,60 @@ validate_stencil_buffer(struct gl_context *ctx, struct gl_framebuffer *readFb,<br>
    }<br>
 }<br>
<br>
+<br>
+static void<br>
+validate_depth_buffer(struct gl_context *ctx, struct gl_framebuffer *readFb,<br>
+                      struct gl_framebuffer *drawFb, GLbitfield *mask,<br>
+                      bool no_error, const char *func)<br>
+{<br>
+   struct gl_renderbuffer *readRb =<br>
+      readFb->Attachment[BUFFER_<wbr>DEPTH].Renderbuffer;<br>
+   struct gl_renderbuffer *drawRb =<br>
+      drawFb->Attachment[BUFFER_<wbr>DEPTH].Renderbuffer;<br>
+<br>
+   /* From the EXT_framebuffer_object spec:<br>
+    *<br>
+    *     "If a buffer is specified in <mask> and does not exist in both<br>
+    *     the read and draw framebuffers, the corresponding bit is silently<br>
+    *     ignored."<br>
+    */<br>
+   if (readRb == NULL || drawRb == NULL) {<br>
+      *mask &= ~GL_DEPTH_BUFFER_BIT;<br>
+   } else if (!no_error) {<br>
+      int read_s_bit, draw_s_bit;<br>
+<br>
+      if (_mesa_is_gles3(ctx) && (drawRb == readRb)) {<br>
+         _mesa_error(ctx, GL_INVALID_OPERATION,<br>
+                     "%s(source and destination depth buffer cannot be the "<br>
+                     "same)", func);<br>
+         return;<br>
+      }<br>
+<br>
+      if ((_mesa_get_format_bits(<wbr>readRb->Format, GL_DEPTH_BITS) !=<br>
+           _mesa_get_format_bits(drawRb-><wbr>Format, GL_DEPTH_BITS)) ||<br>
+          (_mesa_get_format_datatype(<wbr>readRb->Format) !=<br>
+           _mesa_get_format_datatype(<wbr>drawRb->Format))) {<br>
+         _mesa_error(ctx, GL_INVALID_OPERATION,<br>
+                     "%s(depth attachment format mismatch)", func);<br>
+         return;<br>
+      }<br>
+<br>
+      read_s_bit = _mesa_get_format_bits(readRb-><wbr>Format, GL_STENCIL_BITS);<br>
+      draw_s_bit = _mesa_get_format_bits(drawRb-><wbr>Format, GL_STENCIL_BITS);<br>
+<br>
+      /* If both buffers also have stencil data, the stencil formats must<br>
+       * match as well.  If one doesn't have stencil, it's not blitted, so<br>
+       * we should ignore the stencil format check.<br>
+       */<br>
+      if (read_s_bit > 0 && draw_s_bit > 0 && read_s_bit != draw_s_bit) {<br>
+         _mesa_error(ctx, GL_INVALID_OPERATION,<br>
+                     "%s(depth attachment stencil bits mismatch)", func);<br>
+         return;<br>
+      }<br>
+   }<br>
+}<br>
+<br>
+<br>
 static void<br>
 blit_framebuffer(struct gl_context *ctx,<br>
                  struct gl_framebuffer *readFb, struct gl_framebuffer *drawFb,<br>
@@ -376,55 +430,8 @@ blit_framebuffer(struct gl_context *ctx,<br>
    if (mask & GL_STENCIL_BUFFER_BIT)<br>
       validate_stencil_buffer(ctx, readFb, drawFb, &mask, false, func);<br>
<br>
-   if (mask & GL_DEPTH_BUFFER_BIT) {<br>
-      struct gl_renderbuffer *readRb =<br>
-         readFb->Attachment[BUFFER_<wbr>DEPTH].Renderbuffer;<br>
-      struct gl_renderbuffer *drawRb =<br>
-         drawFb->Attachment[BUFFER_<wbr>DEPTH].Renderbuffer;<br>
-<br>
-      /* From the EXT_framebuffer_object spec:<br>
-       *<br>
-       *     "If a buffer is specified in <mask> and does not exist in both<br>
-       *     the read and draw framebuffers, the corresponding bit is silently<br>
-       *     ignored."<br>
-       */<br>
-      if ((readRb == NULL) || (drawRb == NULL)) {<br>
-         mask &= ~GL_DEPTH_BUFFER_BIT;<br>
-      }<br>
-      else {<br>
-         int read_s_bit, draw_s_bit;<br>
-<br>
-         if (_mesa_is_gles3(ctx) && (drawRb == readRb)) {<br>
-            _mesa_error(ctx, GL_INVALID_OPERATION,<br>
-                        "%s(source and destination depth "<br>
-                        "buffer cannot be the same)", func);<br>
-            return;<br>
-         }<br>
-<br>
-         if ((_mesa_get_format_bits(<wbr>readRb->Format, GL_DEPTH_BITS) !=<br>
-              _mesa_get_format_bits(drawRb-><wbr>Format, GL_DEPTH_BITS)) ||<br>
-             (_mesa_get_format_datatype(<wbr>readRb->Format) !=<br>
-              _mesa_get_format_datatype(<wbr>drawRb->Format))) {<br>
-            _mesa_error(ctx, GL_INVALID_OPERATION,<br>
-                        "%s(depth attachment format mismatch)", func);<br>
-            return;<br>
-         }<br>
-<br>
-         read_s_bit = _mesa_get_format_bits(readRb-><wbr>Format, GL_STENCIL_BITS);<br>
-         draw_s_bit = _mesa_get_format_bits(drawRb-><wbr>Format, GL_STENCIL_BITS);<br>
-<br>
-         /* If both buffers also have stencil data, the stencil formats must<br>
-          * match as well.  If one doesn't have stencil, it's not blitted, so<br>
-          * we should ignore the stencil format check.<br>
-          */<br>
-         if (read_s_bit > 0 && draw_s_bit > 0 && read_s_bit != draw_s_bit) {<br>
-            _mesa_error(ctx, GL_INVALID_OPERATION,<br>
-                        "%s(depth attachment stencil bits mismatch)", func);<br>
-            return;<br>
-         }<br>
-      }<br>
-   }<br>
-<br>
+   if (mask & GL_DEPTH_BUFFER_BIT)<br>
+      validate_depth_buffer(ctx, readFb, drawFb, &mask, false, func);<br>
<br>
    if (_mesa_is_gles3(ctx)) {<br>
       /* Page 194 (page 206 of the PDF) in section 4.3.2 of the OpenGL ES<br>
<font color="#888888">--<br>
2.13.0<br>
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</font></blockquote></div><br></div></div></div></div>