{
struct st_renderbuffer *strb = st_renderbuffer(rb);
+ assert(strb->surface->format);
+
if (!ctx->Scissor.Enabled &&
!is_depth_stencil_format(strb->surface->format)) {
/* clear whole depth buffer w/out masking */
return GL_FALSE; /* out of memory, try s/w buffer? */
ASSERT(strb->surface->region->buffer);
+ ASSERT(strb->surface->format);
strb->Base.Width = strb->surface->width = width;
strb->Base.Height = strb->surface->height = height;
att->Zoffset);
assert(strb->surface);
+ /*
printf("RENDER TO TEXTURE obj=%p mt=%p surf=%p %d x %d\n",
att->Texture, mt, strb->surface, rb->Width, rb->Height);
+ */
/* Invalidate buffer state so that the pipe's framebuffer state
* gets updated.
ctx->st->pipe->flush(ctx->st->pipe, 0x0);
+ /*
printf("FINISH RENDER TO TEXTURE surf=%p\n", strb->surface);
+ */
pipe_surface_unreference(&strb->surface);