mesa: Identify packed depth/stencil buffers using the Format field.

Intel sometimes uses packed depth/stencil buffers even when only a depth
buffer or only a stencil buffer was requested.  Common code currently
uses the _BaseFormat field to determine whether a depth/stencil wrapper
is necessary.  But unless the user explicitly requested a packed
depth/stencil buffer, the _BaseFormat field does not encode this
information, and the required wrappers are not created.

The problem was introduced by commit 45e76d2665 ("mesa: remove a
bunch of gl_renderbuffer fields"), which killed off the _ActualFormat
field upon which the decision to create a wrapper used to be made.  This
patch changes the logic to use the Format field instead, which is more
like the old code.

Fixes fdo bug 27590.

Signed-off-by: Nick Bowler <nbowler@draconx.ca>
Signed-off-by: Brian Paul <brianp@vmware.com>
This commit is contained in:
Nick Bowler 2010-08-26 07:26:21 -07:00 committed by Brian Paul
parent bda941e1b8
commit e71a9042cb
3 changed files with 21 additions and 2 deletions

View file

@ -939,6 +939,22 @@ _mesa_is_format_compressed(gl_format format)
}
/**
* Determine if the given format represents a packed depth/stencil buffer.
*/
GLboolean
_mesa_is_format_packed_depth_stencil(gl_format format)
{
if (format == MESA_FORMAT_Z24_S8
|| format == MESA_FORMAT_Z24_X8
|| format == MESA_FORMAT_S8_Z24
|| format == MESA_FORMAT_X8_Z24)
return GL_TRUE;
return GL_FALSE;
}
/**
* Return color encoding for given format.
* \return GL_LINEAR or GL_SRGB

View file

@ -190,6 +190,9 @@ _mesa_get_format_block_size(gl_format format, GLuint *bw, GLuint *bh);
extern GLboolean
_mesa_is_format_compressed(gl_format format);
extern GLboolean
_mesa_is_format_packed_depth_stencil(gl_format format);
extern GLenum
_mesa_get_format_color_encoding(gl_format format);

View file

@ -611,7 +611,7 @@ _mesa_update_depth_buffer(GLcontext *ctx,
depthRb = fb->Attachment[attIndex].Renderbuffer;
if (depthRb && depthRb->_BaseFormat == GL_DEPTH_STENCIL) {
if (depthRb && _mesa_format_is_packed_depth_stencil(depthRb->Format)) {
/* The attached depth buffer is a GL_DEPTH_STENCIL renderbuffer */
if (!fb->_DepthBuffer
|| fb->_DepthBuffer->Wrapped != depthRb
@ -652,7 +652,7 @@ _mesa_update_stencil_buffer(GLcontext *ctx,
stencilRb = fb->Attachment[attIndex].Renderbuffer;
if (stencilRb && stencilRb->_BaseFormat == GL_DEPTH_STENCIL) {
if (stencilRb && _mesa_format_is_packed_depth_stencil(stencilRb->Format)) {
/* The attached stencil buffer is a GL_DEPTH_STENCIL renderbuffer */
if (!fb->_StencilBuffer
|| fb->_StencilBuffer->Wrapped != stencilRb