case GL_DEPTH:
/* Don't think this is really possible execpt at 16bpp, when we have no stencil.
*/
- if (intel->intelScreen->depth_region &&
- intel->intelScreen->depth_region->cpp == 2)
- return intel->intelScreen->depth_region;
+ if (intel->depth_region && intel->depth_region->cpp == 2)
+ return intel->depth_region;
case GL_STENCIL:
/* Don't think this is really possible.
*/
case GL_DEPTH_STENCIL_EXT:
/* Does it matter whether it is stencil/depth or depth/stencil?
*/
- return intel->intelScreen->depth_region;
+ return intel->depth_region;
default:
break;
}
/* Set the 3d engine to draw into the destination region:
*/
- intel->vtbl.meta_draw_region(intel, dst, intel->intelScreen->depth_region);
+ intel->vtbl.meta_draw_region(intel, dst, intel->depth_region);
intel->vtbl.meta_import_pixel_state(intel);
intelEmitCopyBlit(intel, dst->cpp,
- src->pitch, src->buffer, 0,
- dst->pitch, dst->buffer, 0,
+ src->pitch, src->buffer, 0, src->tiled,
+ dst->pitch, dst->buffer, 0, dst->tiled,
rect.x1 + delta_x,
rect.y1 + delta_y, /* srcx, srcy */
rect.x1, rect.y1, /* dstx, dsty */