/*
* If intel_context is using separate stencil, but the depth attachment
* (gl_framebuffer.Attachment[BUFFER_DEPTH]) has a packed depth/stencil
- * format, then we must install the real depth buffer at
- * gl_framebuffer._DepthBuffer before calling _mesa_update_framebuffer.
- * Otherwise, _mesa_update_framebuffer will create and install a swrast
+ * format, then we must install the real depth buffer at fb->_DepthBuffer
+ * and set fb->_DepthBuffer->Wrapped before calling _mesa_update_framebuffer.
+ * Otherwise, _mesa_update_framebuffer will create and install a swras
* depth wrapper instead.
*
* Ditto for stencil.
irbDepth = intel_get_renderbuffer(fb, BUFFER_DEPTH);
if (irbDepth && irbDepth->Base.Format == MESA_FORMAT_X8_Z24) {
_mesa_reference_renderbuffer(&fb->_DepthBuffer, &irbDepth->Base);
+ irbDepth->Base.Wrapped = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
}
irbStencil = intel_get_renderbuffer(fb, BUFFER_STENCIL);
if (irbStencil && irbStencil->Base.Format == MESA_FORMAT_S8) {
_mesa_reference_renderbuffer(&fb->_StencilBuffer, &irbStencil->Base);
+ irbStencil->Base.Wrapped = fb->Attachment[BUFFER_STENCIL].Renderbuffer;
}
/* Do this here, not core Mesa, since this function is called from