radeon->vtbl.fallback(ctx, RADEON_FALLBACK_DRAW_BUFFER, GL_FALSE);
- if (fb->_DepthBuffer && fb->_DepthBuffer->Wrapped) {
- rrbDepth = radeon_renderbuffer(fb->_DepthBuffer->Wrapped);
+ if (fb->Attachment[BUFFER_DEPTH].Renderbuffer) {
+ rrbDepth = radeon_renderbuffer(fb->Attachment[BUFFER_DEPTH].Renderbuffer);
if (rrbDepth && rrbDepth->bo) {
radeon->vtbl.fallback(ctx, RADEON_FALLBACK_DEPTH_BUFFER, GL_FALSE);
} else {
rrbDepth = NULL;
}
- if (fb->_StencilBuffer && fb->_StencilBuffer->Wrapped) {
- rrbStencil = radeon_renderbuffer(fb->_StencilBuffer->Wrapped);
+ if (fb->Attachment[BUFFER_STENCIL].Renderbuffer) {
+ rrbStencil = radeon_renderbuffer(fb->Attachment[BUFFER_STENCIL].Renderbuffer);
if (rrbStencil && rrbStencil->bo) {
radeon->vtbl.fallback(ctx, RADEON_FALLBACK_STENCIL_BUFFER, GL_FALSE);
/* need to re-compute stencil hw state */
ctx->NewState |= (_NEW_DEPTH | _NEW_STENCIL);
}
- _mesa_reference_renderbuffer(&radeon->state.depth.rb, &rrbDepth->base);
- _mesa_reference_renderbuffer(&radeon->state.color.rb, &rrbColor->base);
+ _mesa_reference_renderbuffer(&radeon->state.depth.rb, &rrbDepth->base.Base);
+ _mesa_reference_renderbuffer(&radeon->state.color.rb, &rrbColor->base.Base);
radeon->state.color.draw_offset = offset;
#if 0