i915: Accept GL_DEPTH_STENCIL GL_DEPTH_COMPONENT formats for renderbuffers
authorVille Syrjälä <ville.syrjala@linux.intel.com>
Thu, 3 Jul 2014 12:38:07 +0000 (15:38 +0300)
committerVille Syrjälä <ville.syrjala@linux.intel.com>
Thu, 13 Nov 2014 17:13:27 +0000 (19:13 +0200)
commitdafae910d4fc791ba49f20e937cb918669f42944
tree4437200c9183b77673d88c5ca63380a89c827196
parenta071425817f8ea79336c08f0c4bf1576e0726b68
i915: Accept GL_DEPTH_STENCIL GL_DEPTH_COMPONENT formats for renderbuffers

Gen2 doesn't support depth/stencil textures, and since

 commit c1d4d4999303f9167b20f4e0674b9436e6295cf7
 Author: Ville Syrjälä <ville.syrjala@linux.intel.com>
 Date:   Thu Apr 24 14:11:43 2014 +0300

    i915: Don't advertise Z formats in TextureFormatSupported on gen2

depth/stencil formats are no longer accepted as texture formats.
However we still want depth/stencil renderbuffers, so add explicit
format checks to intel_alloc_renderbuffer_storage() to allow such
things.

Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Ville Syrjälä <ville.syrjala@linux.intel.com>
src/mesa/drivers/dri/i915/intel_fbo.c