Before, we were only allocating these from our TexImage, so if the
texture image was set up in any other way (non-accelerated
glGenerateMipmaps()), they'd be missing or wrong.
struct gl_texture_object *texobj = image->TexObject;
struct intel_texture_object *intel_texobj = intel_texture_object(texobj);
+ if (intel->must_use_separate_stencil
+ && image->TexFormat == MESA_FORMAT_S8_Z24) {
+ intel_tex_image_s8z24_create_renderbuffers(intel, intel_image);
+ }
+
if (intel_texobj->mt &&
intel_miptree_match_image(intel_texobj->mt, image)) {
intel_miptree_reference(&intel_image->mt, intel_texobj->mt);
void intel_tex_unmap_images(struct intel_context *intel,
struct intel_texture_object *intelObj);
+bool
+intel_tex_image_s8z24_create_renderbuffers(struct intel_context *intel,
+ struct intel_texture_image *image);
void intel_tex_image_s8z24_scatter(struct intel_context *intel,
struct intel_texture_image *intel_image);
intel_tex_image_s8z24_scattergather(intel, intel_image, false);
}
-static bool
+bool
intel_tex_image_s8z24_create_renderbuffers(struct intel_context *intel,
struct intel_texture_image *image)
{