From dafae910d4fc791ba49f20e937cb918669f42944 Mon Sep 17 00:00:00 2001 From: =?utf8?q?Ville=20Syrj=C3=A4l=C3=A4?= Date: Thu, 3 Jul 2014 15:38:07 +0300 Subject: [PATCH] i915: Accept GL_DEPTH_STENCIL GL_DEPTH_COMPONENT formats for renderbuffers MIME-Version: 1.0 Content-Type: text/plain; charset=utf8 Content-Transfer-Encoding: 8bit Gen2 doesn't support depth/stencil textures, and since commit c1d4d4999303f9167b20f4e0674b9436e6295cf7 Author: Ville Syrjälä Date: Thu Apr 24 14:11:43 2014 +0300 i915: Don't advertise Z formats in TextureFormatSupported on gen2 depth/stencil formats are no longer accepted as texture formats. However we still want depth/stencil renderbuffers, so add explicit format checks to intel_alloc_renderbuffer_storage() to allow such things. Reviewed-by: Eric Anholt Signed-off-by: Ville Syrjälä --- src/mesa/drivers/dri/i915/intel_fbo.c | 9 +++++++++ 1 file changed, 9 insertions(+) diff --git a/src/mesa/drivers/dri/i915/intel_fbo.c b/src/mesa/drivers/dri/i915/intel_fbo.c index a77c3d6064b..b260d16ad49 100644 --- a/src/mesa/drivers/dri/i915/intel_fbo.c +++ b/src/mesa/drivers/dri/i915/intel_fbo.c @@ -180,6 +180,15 @@ intel_renderbuffer_format(struct gl_context * ctx, GLenum internalFormat) return intel->ctx.Driver.ChooseTextureFormat(ctx, GL_TEXTURE_2D, internalFormat, GL_NONE, GL_NONE); + + case GL_DEPTH_COMPONENT16: + return MESA_FORMAT_Z_UNORM16; + case GL_DEPTH_COMPONENT: + case GL_DEPTH_COMPONENT24: + case GL_DEPTH_COMPONENT32: + return MESA_FORMAT_Z24_UNORM_X8_UINT; + case GL_DEPTH_STENCIL_EXT: + case GL_DEPTH24_STENCIL8_EXT: case GL_STENCIL_INDEX: case GL_STENCIL_INDEX1_EXT: case GL_STENCIL_INDEX4_EXT: -- 2.30.2