/* Pretend we support this, but it'll be separate Z32F depth and S8. */
FORMAT(Z32_FLOAT_S8X24_UINT, D32F, DEPTH_COMP32F, SWIZ_XXXX, 32, 1),
+ FORMAT(X32_S8X24_UINT, S8, R8UI, SWIZ_XXXX, 16, 1),
#else
FORMAT(S8_UINT_Z24_UNORM, ZS_DEPTH24_STENCIL8, DEPTH24_X8, SWIZ_XXXX, 32, 1),
FORMAT(X8Z24_UNORM, ZS_DEPTH24_STENCIL8, DEPTH24_X8, SWIZ_XXXX, 32, 1),
so->base.reference.count = 1;
so->base.context = pctx;
+ if (rsc->separate_stencil &&
+ cso->format == PIPE_FORMAT_X32_S8X24_UINT) {
+ rsc = rsc->separate_stencil;
+ prsc = &rsc->base;
+ }
+
/* V3D still doesn't support sampling from raster textures, so we will
* have to copy to a temporary tiled texture.
*/