case GL_STENCIL_INDEX8_EXT:
case GL_STENCIL_INDEX16_EXT:
/* alloc a depth+stencil buffer */
- rb->Format = MESA_FORMAT_Z24_S8;
+ rb->Format = MESA_FORMAT_S8_Z24;
rb->DataType = GL_UNSIGNED_INT_24_8_EXT;
cpp = 4;
- irb->texformat = MESA_FORMAT_Z24_S8;
+ irb->texformat = MESA_FORMAT_S8_Z24;
break;
case GL_DEPTH_COMPONENT16:
rb->Format = MESA_FORMAT_Z16;
case GL_DEPTH_COMPONENT:
case GL_DEPTH_COMPONENT24:
case GL_DEPTH_COMPONENT32:
- rb->Format = MESA_FORMAT_Z24_S8;
+ rb->Format = MESA_FORMAT_S8_Z24;
rb->DataType = GL_UNSIGNED_INT_24_8_EXT;
cpp = 4;
- irb->texformat = MESA_FORMAT_Z24_S8;
+ irb->texformat = MESA_FORMAT_S8_Z24;
break;
case GL_DEPTH_STENCIL_EXT:
case GL_DEPTH24_STENCIL8_EXT:
- rb->Format = MESA_FORMAT_Z24_S8;
+ rb->Format = MESA_FORMAT_S8_Z24;
rb->DataType = GL_UNSIGNED_INT_24_8_EXT;
cpp = 4;
- irb->texformat = MESA_FORMAT_Z24_S8;
+ irb->texformat = MESA_FORMAT_S8_Z24;
break;
default:
_mesa_problem(ctx,
irb->texformat = MESA_FORMAT_ARGB8888;
break;
case GL_STENCIL_INDEX8_EXT:
- irb->Base.Format = MESA_FORMAT_Z24_S8;
+ irb->Base.Format = MESA_FORMAT_S8_Z24;
irb->Base._BaseFormat = GL_STENCIL_INDEX;
irb->Base.DataType = GL_UNSIGNED_BYTE;
- irb->texformat = MESA_FORMAT_Z24_S8;
+ irb->texformat = MESA_FORMAT_S8_Z24;
break;
case GL_DEPTH_COMPONENT16:
irb->Base.Format = MESA_FORMAT_Z16;
irb->texformat = MESA_FORMAT_Z16;
break;
case GL_DEPTH_COMPONENT24:
- irb->Base.Format = MESA_FORMAT_Z24_S8;
+ irb->Base.Format = MESA_FORMAT_S8_Z24;
irb->Base._BaseFormat = GL_DEPTH_COMPONENT;
irb->Base.DataType = GL_UNSIGNED_INT;
- irb->texformat = MESA_FORMAT_Z24_S8;
+ irb->texformat = MESA_FORMAT_S8_Z24;
break;
case GL_DEPTH24_STENCIL8_EXT:
- irb->Base.Format = MESA_FORMAT_Z24_S8;
+ irb->Base.Format = MESA_FORMAT_S8_Z24;
irb->Base._BaseFormat = GL_DEPTH_STENCIL;
irb->Base.DataType = GL_UNSIGNED_INT_24_8_EXT;
- irb->texformat = MESA_FORMAT_Z24_S8;
+ irb->texformat = MESA_FORMAT_S8_Z24;
break;
default:
_mesa_problem(NULL,
irb->Base.DataType = GL_UNSIGNED_SHORT;
DBG("Render to DEPTH16 texture OK\n");
}
- else if (texImage->TexFormat == MESA_FORMAT_Z24_S8) {
+ else if (texImage->TexFormat == MESA_FORMAT_S8_Z24) {
irb->Base.DataType = GL_UNSIGNED_INT_24_8_EXT;
DBG("Render to DEPTH_STENCIL texture OK\n");
}