intel_get_renderbuffer(fb, BUFFER_DEPTH);
const struct intel_renderbuffer *stencilRb =
intel_get_renderbuffer(fb, BUFFER_STENCIL);
+ struct intel_mipmap_tree *depth_mt = NULL, *stencil_mt = NULL;
int i;
- /*
- * The depth and stencil renderbuffers are the same renderbuffer or wrap
- * the same texture.
- */
- if (depthRb && stencilRb) {
- bool depth_stencil_are_same;
- if (depthRb == stencilRb)
- depth_stencil_are_same = true;
- else if ((fb->Attachment[BUFFER_DEPTH].Type == GL_TEXTURE) &&
- (fb->Attachment[BUFFER_STENCIL].Type == GL_TEXTURE) &&
- (fb->Attachment[BUFFER_DEPTH].Texture->Name ==
- fb->Attachment[BUFFER_STENCIL].Texture->Name))
- depth_stencil_are_same = true;
- else
- depth_stencil_are_same = false;
-
- if (!intel->has_separate_stencil && !depth_stencil_are_same) {
- fb->_Status = GL_FRAMEBUFFER_UNSUPPORTED_EXT;
+ if (depthRb)
+ depth_mt = depthRb->mt;
+ if (stencilRb)
+ stencil_mt = stencilRb->mt;
+
+ if (depth_mt && stencil_mt) {
+ if (depth_mt == stencil_mt) {
+ /* For true packed depth/stencil (not faked on prefers-separate-stencil
+ * hardware) we need to be sure they're the same level/layer, since
+ * we'll be emitting a single packet describing the packed setup.
+ */
+ if (depthRb->mt_level != stencilRb->mt_level ||
+ depthRb->mt_layer != stencilRb->mt_layer) {
+ fb->_Status = GL_FRAMEBUFFER_UNSUPPORTED_EXT;
+ }
+ } else {
+ if (!intel->has_separate_stencil)
+ fb->_Status = GL_FRAMEBUFFER_UNSUPPORTED_EXT;
+ if (stencil_mt->format != MESA_FORMAT_S8)
+ fb->_Status = GL_FRAMEBUFFER_UNSUPPORTED_EXT;
}
}