From: Eric Anholt Date: Tue, 4 Jan 2011 18:00:51 +0000 (-0800) Subject: intel: When validating an FBO's combined depth/stencil, use the given FBO. X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=b7b2791c6bea6ad0db76fdad9a217aa1efffea93;p=mesa.git intel: When validating an FBO's combined depth/stencil, use the given FBO. We were looking at the current draw buffer instead to see whether the depth/stencil combination matched. So you'd get told your framebuffer was complete, until you bound it and went to draw and we decided that it was incomplete. --- diff --git a/src/mesa/drivers/dri/intel/intel_fbo.c b/src/mesa/drivers/dri/intel/intel_fbo.c index 9d33ad1e83b..a47d2d4f838 100644 --- a/src/mesa/drivers/dri/intel/intel_fbo.c +++ b/src/mesa/drivers/dri/intel/intel_fbo.c @@ -571,10 +571,10 @@ intel_validate_framebuffer(struct gl_context *ctx, struct gl_framebuffer *fb) int i; if (depthRb && stencilRb && stencilRb != depthRb) { - if (ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Type == GL_TEXTURE && - ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Type == GL_TEXTURE && - (ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Texture->Name == - ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Texture->Name)) { + if (fb->Attachment[BUFFER_DEPTH].Type == GL_TEXTURE && + fb->Attachment[BUFFER_STENCIL].Type == GL_TEXTURE && + (fb->Attachment[BUFFER_DEPTH].Texture->Name == + fb->Attachment[BUFFER_STENCIL].Texture->Name)) { /* OK */ } else { /* we only support combined depth/stencil buffers, not separate