}
}
- if (mesaVis->depthBits == 24 && mesaVis->stencilBits == 8) {
- /* combined depth/stencil buffer */
- struct intel_renderbuffer *depthStencilRb
- = intel_create_renderbuffer(GL_DEPTH24_STENCIL8_EXT,
- screen->width, screen->height,
- screen->depth.offset,
- screen->depth.pitch,
- screen->cpp, /* 4! */
- screen->depth.map);
- intel_set_span_functions(&depthStencilRb->Base);
- /* note: bind RB to two attachment points */
- _mesa_add_renderbuffer(&intel_fb->Base, BUFFER_DEPTH,
- &depthStencilRb->Base);
- _mesa_add_renderbuffer(&intel_fb->Base, BUFFER_STENCIL,
- &depthStencilRb->Base);
+ if (mesaVis->depthBits == 24) {
+ if (mesaVis->stencilBits == 8) {
+ /* combined depth/stencil buffer */
+ struct intel_renderbuffer *depthStencilRb
+ = intel_create_renderbuffer(GL_DEPTH24_STENCIL8_EXT,
+ screen->width, screen->height,
+ screen->depth.offset,
+ screen->depth.pitch,
+ screen->cpp, /* 4! */
+ screen->depth.map);
+ intel_set_span_functions(&depthStencilRb->Base);
+ /* note: bind RB to two attachment points */
+ _mesa_add_renderbuffer(&intel_fb->Base, BUFFER_DEPTH,
+ &depthStencilRb->Base);
+ _mesa_add_renderbuffer(&intel_fb->Base, BUFFER_STENCIL,
+ &depthStencilRb->Base);
+ } else {
+ struct intel_renderbuffer *depthRb
+ = intel_create_renderbuffer(GL_DEPTH_COMPONENT24,
+ screen->width, screen->height,
+ screen->depth.offset,
+ screen->depth.pitch,
+ screen->cpp, /* 4! */
+ screen->depth.map);
+ intel_set_span_functions(&depthRb->Base);
+ _mesa_add_renderbuffer(&intel_fb->Base, BUFFER_DEPTH,
+ &depthRb->Base);
+ }
}
else if (mesaVis->depthBits == 16) {
/* just 16-bit depth buffer, no hw stencil */