From 52586ceb2b408e21e4d30d354a77732e7ed7ed10 Mon Sep 17 00:00:00 2001 From: Eric Anholt Date: Tue, 4 Jan 2011 10:00:51 -0800 Subject: [PATCH] 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. (cherry picked from commit b7b2791c6bea6ad0db76fdad9a217aa1efffea93) --- src/mesa/drivers/dri/intel/intel_fbo.c | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/src/mesa/drivers/dri/intel/intel_fbo.c b/src/mesa/drivers/dri/intel/intel_fbo.c index 46a1664b8f7..7f3b99cb733 100644 --- a/src/mesa/drivers/dri/intel/intel_fbo.c +++ b/src/mesa/drivers/dri/intel/intel_fbo.c @@ -614,10 +614,10 @@ 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