mask &= ~GL_STENCIL_BUFFER_BIT;
}
else {
+ int read_z_bits, draw_z_bits;
+
if (_mesa_get_format_bits(readRb->Format, GL_STENCIL_BITS) !=
_mesa_get_format_bits(drawRb->Format, GL_STENCIL_BITS)) {
/* There is no need to check the stencil datatype here, because
return;
}
- int read_z_bits = _mesa_get_format_bits(readRb->Format, GL_DEPTH_BITS);
- int draw_z_bits = _mesa_get_format_bits(drawRb->Format, GL_DEPTH_BITS);
+ read_z_bits = _mesa_get_format_bits(readRb->Format, GL_DEPTH_BITS);
+ draw_z_bits = _mesa_get_format_bits(drawRb->Format, GL_DEPTH_BITS);
/* If both buffers also have depth data, the depth formats must match
* as well. If one doesn't have depth, it's not blitted, so we should
mask &= ~GL_DEPTH_BUFFER_BIT;
}
else {
+ int read_s_bit, draw_s_bit;
+
if ((_mesa_get_format_bits(readRb->Format, GL_DEPTH_BITS) !=
_mesa_get_format_bits(drawRb->Format, GL_DEPTH_BITS)) ||
(_mesa_get_format_datatype(readRb->Format) !=
return;
}
- int read_s_bit = _mesa_get_format_bits(readRb->Format, GL_STENCIL_BITS);
- int draw_s_bit = _mesa_get_format_bits(drawRb->Format, GL_STENCIL_BITS);
+ read_s_bit = _mesa_get_format_bits(readRb->Format, GL_STENCIL_BITS);
+ draw_s_bit = _mesa_get_format_bits(drawRb->Format, GL_STENCIL_BITS);
/* If both buffers also have stencil data, the stencil formats must
* match as well. If one doesn't have stencil, it's not blitted, so