* change depending on the renderbuffer bindings. This function updates
* the given framebuffer's Visual from the current renderbuffer bindings.
* This is only intended for user-created framebuffers.
+ *
+ * Also note: ctx->DrawBuffer->Visual.depthBits might not equal
+ * ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer.DepthBits.
+ * The former one is used to convert floating point depth values into
+ * integer Z values.
*/
void
_mesa_update_framebuffer_visual(struct gl_framebuffer *fb)
rb->PutMonoRow = put_mono_row_ushort;
rb->PutValues = put_values_ushort;
rb->PutMonoValues = put_mono_values_ushort;
- /*rb->DepthBits not set here */
+ rb->DepthBits = 8 * sizeof(GLushort);
pixelSize = sizeof(GLushort);
break;
case GL_DEPTH_COMPONENT24:
rb->PutMonoRow = put_mono_row_uint;
rb->PutValues = put_values_uint;
rb->PutMonoValues = put_mono_values_uint;
- /* rb->DepthBits not set here */
+ if (internalFormat == GL_DEPTH_COMPONENT24)
+ rb->DepthBits = 24;
+ else
+ rb->DepthBits = 32;
pixelSize = sizeof(GLuint);
break;
case GL_COLOR_INDEX8_EXT:
if (depthBits <= 16) {
rb->InternalFormat = GL_DEPTH_COMPONENT16;
}
+ else if (depthBits <= 24) {
+ rb->InternalFormat = GL_DEPTH_COMPONENT24;
+ }
else {
rb->InternalFormat = GL_DEPTH_COMPONENT32;
}
- rb->DepthBits = depthBits;
rb->AllocStorage = soft_renderbuffer_storage;
_mesa_add_renderbuffer(fb, BUFFER_DEPTH, rb);