height = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin;
mapMode = GL_MAP_WRITE_BIT;
- if (rb->Format == MESA_FORMAT_Z24_UNORM_X8_UINT ||
- rb->Format == MESA_FORMAT_Z24_UNORM_S8_UINT ||
+ if (rb->Format == MESA_FORMAT_Z24_UNORM_S8_UINT ||
+ rb->Format == MESA_FORMAT_Z24_UNORM_X8_UINT ||
rb->Format == MESA_FORMAT_S8_UINT_Z24_UNORM ||
- rb->Format == MESA_FORMAT_X8Z24_UNORM) {
+ rb->Format == MESA_FORMAT_X8_UINT_Z24_UNORM) {
mapMode |= GL_MAP_READ_BIT;
}
}
}
break;
- case MESA_FORMAT_Z24_UNORM_X8_UINT:
case MESA_FORMAT_Z24_UNORM_S8_UINT:
+ case MESA_FORMAT_Z24_UNORM_X8_UINT:
case MESA_FORMAT_S8_UINT_Z24_UNORM:
- case MESA_FORMAT_X8Z24_UNORM:
+ case MESA_FORMAT_X8_UINT_Z24_UNORM:
{
GLfloat clear = (GLfloat) ctx->Depth.Clear;
GLuint clearVal = 0;
GLuint mask;
- if (rb->Format == MESA_FORMAT_Z24_UNORM_X8_UINT ||
- rb->Format == MESA_FORMAT_Z24_UNORM_S8_UINT)
+ if (rb->Format == MESA_FORMAT_Z24_UNORM_S8_UINT ||
+ rb->Format == MESA_FORMAT_Z24_UNORM_X8_UINT)
mask = 0xff000000;
else
mask = 0xff;
}
switch (rb->Format) {
- case MESA_FORMAT_Z24_UNORM_X8_UINT:
+ case MESA_FORMAT_Z24_UNORM_S8_UINT:
case MESA_FORMAT_S8_UINT_Z24_UNORM:
{
GLfloat zClear = (GLfloat) ctx->Depth.Clear;
_mesa_pack_float_z_row(rb->Format, 1, &zClear, &clear);
- if (rb->Format == MESA_FORMAT_Z24_UNORM_X8_UINT) {
+ if (rb->Format == MESA_FORMAT_Z24_UNORM_S8_UINT) {
mask = ((~writeMask) & 0xff) << 24;
clear |= (ctx->Stencil.Clear & writeMask & 0xff) << 24;
}