case GL_DEPTH24_STENCIL8_EXT:
rb->_BaseFormat = GL_DEPTH_STENCIL;
rb->Format = MESA_FORMAT_Z24_S8;
- rb->DataType = GL_UNSIGNED_INT;
+ rb->DataType = GL_UNSIGNED_INT_24_8_EXT;
s->cpp = 4;
break;
default:
/* Allocate a renderbuffer object for the texture if we
* haven't already done so. */
if (!rb) {
- rb = nouveau_renderbuffer_new(ctx, 0);
+ rb = nouveau_renderbuffer_new(ctx, ~0);
assert(rb);
rb->AllocStorage = NULL;
nouveau_finish_render_texture(GLcontext *ctx,
struct gl_renderbuffer_attachment *att)
{
- struct nouveau_renderbuffer *nrb
- = to_nouveau_renderbuffer(att->Renderbuffer);
-
texture_dirty(att->Texture);
- nouveau_surface_ref(NULL, &nrb->surface);
}
void