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intel: Fix scatter/gather for depthstencil textures
During anholt's MapTextureImage refactoring, the call to intel_tex_image_s8z24_create_renderbuffers was missplaced. It needs to occur *after* the miptree is allocated. Reviewed-by: Eric Anholt <eric@anholt.net> Signed-off-by: Chad Versace <chad@chad-versace.us>
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1 changed files with 5 additions and 5 deletions
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@ -66,11 +66,6 @@ intel_alloc_texture_image_buffer(struct gl_context *ctx,
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*/
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ctx->Driver.FreeTextureImageBuffer(ctx, image);
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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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@ -90,6 +85,11 @@ intel_alloc_texture_image_buffer(struct gl_context *ctx,
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*/
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intel_miptree_reference(&intel_texobj->mt, intel_image->mt);
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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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DBG("%s: alloc obj %p level %d %dx%dx%d using new miptree %p\n",
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__FUNCTION__, texobj, image->Level,
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width, height, depth, intel_image->mt);
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