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intel: Allocate s8z24 separate renderbuffers from AllocTextureImageBuffer().
Before, we were only allocating these from our TexImage, so if the texture image was set up in any other way (non-accelerated glGenerateMipmaps()), they'd be missing or wrong.
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3 changed files with 9 additions and 1 deletions
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@ -60,6 +60,11 @@ intel_alloc_texture_image_buffer(struct gl_context *ctx,
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struct gl_texture_object *texobj = image->TexObject;
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struct intel_texture_object *intel_texobj = intel_texture_object(texobj);
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if (intel->must_use_separate_stencil
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&& image->TexFormat == MESA_FORMAT_S8_Z24) {
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intel_tex_image_s8z24_create_renderbuffers(intel, intel_image);
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}
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if (intel_texobj->mt &&
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intel_miptree_match_image(intel_texobj->mt, image)) {
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intel_miptree_reference(&intel_image->mt, intel_texobj->mt);
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@ -68,6 +68,9 @@ void intel_tex_map_images(struct intel_context *intel,
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void intel_tex_unmap_images(struct intel_context *intel,
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struct intel_texture_object *intelObj);
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bool
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intel_tex_image_s8z24_create_renderbuffers(struct intel_context *intel,
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struct intel_texture_image *image);
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void intel_tex_image_s8z24_scatter(struct intel_context *intel,
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struct intel_texture_image *intel_image);
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@ -282,7 +282,7 @@ intel_tex_image_s8z24_gather(struct intel_context *intel,
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intel_tex_image_s8z24_scattergather(intel, intel_image, false);
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}
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static bool
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bool
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intel_tex_image_s8z24_create_renderbuffers(struct intel_context *intel,
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struct intel_texture_image *image)
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{
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