Module: Mesa
Branch: master
Commit: b7b2791c6bea6ad0db76fdad9a217aa1efffea93
URL:    
http://cgit.freedesktop.org/mesa/mesa/commit/?id=b7b2791c6bea6ad0db76fdad9a217aa1efffea93

Author: Eric Anholt <e...@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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