return GL_FALSE; /* not implemented */
}
else {
- GLboolean swStencil = (mesaVis->stencilBits > 0 &&
- mesaVis->depthBits != 24);
gl_format rgbFormat;
struct gl_framebuffer *fb = CALLOC_STRUCT(gl_framebuffer);
_mesa_add_renderbuffer(fb, BUFFER_BACK_LEFT, &rb->Base);
}
+ /*
+ * Assert here that the gl_config has an expected depth/stencil bit
+ * combination: one of d24/s8, d16/s0, d0/s0. (See intelInitScreen2(),
+ * which constructs the advertised configs.)
+ */
if (mesaVis->depthBits == 24) {
assert(mesaVis->stencilBits == 8);
/* combined depth/stencil buffer */
_mesa_add_renderbuffer(fb, BUFFER_STENCIL, &depthStencilRb->Base);
}
else if (mesaVis->depthBits == 16) {
+ assert(mesaVis->stencilBits == 0);
/* just 16-bit depth buffer, no hw stencil */
struct intel_renderbuffer *depthRb
= intel_create_renderbuffer(MESA_FORMAT_Z16);
_mesa_add_renderbuffer(fb, BUFFER_DEPTH, &depthRb->Base);
}
+ else {
+ assert(mesaVis->depthBits == 0);
+ assert(mesaVis->stencilBits == 0);
+ }
/* now add any/all software-based renderbuffers we may need */
_mesa_add_soft_renderbuffers(fb,
GL_FALSE, /* never sw color */
GL_FALSE, /* never sw depth */
- swStencil, mesaVis->accumRedBits > 0,
+ GL_FALSE, /* never sw stencil */
+ mesaVis->accumRedBits > 0,
GL_FALSE, /* never sw alpha */
GL_FALSE /* never sw aux */ );
driDrawPriv->driverPrivate = fb;