i915: Disable the depth test whenever we don't have a depth buffer.

We were disabling it once at the moment we changed draw buffers, but
later enabling of depth test could turn it back on.  Fixes
fbo-nodepth-test.

Note that ctx->DrawBuffer has to be checked because during context
create we get called while it's still unset.  However, we know we'll
get an intel_draw_buffer() after that, so it's safe to make a silly
choice at this point.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=30080
This commit is contained in:
Eric Anholt 2011-07-12 10:48:40 -07:00
parent 4c47fce92e
commit fc4fba52cf
2 changed files with 8 additions and 2 deletions

View file

@ -375,6 +375,9 @@ i915DepthMask(struct gl_context * ctx, GLboolean flag)
DBG("%s flag (%d)\n", __FUNCTION__, flag);
if (!ctx->DrawBuffer || !ctx->DrawBuffer->Visual.depthBits)
flag = false;
dw = i915->state.Ctx[I915_CTXREG_LIS6];
if (flag && ctx->Depth.Test)
dw |= S6_DEPTH_WRITE_ENABLE;
@ -797,6 +800,10 @@ i915Enable(struct gl_context * ctx, GLenum cap, GLboolean state)
case GL_DEPTH_TEST:
dw = i915->state.Ctx[I915_CTXREG_LIS6];
if (!ctx->DrawBuffer || !ctx->DrawBuffer->Visual.depthBits)
state = false;
if (state)
dw |= S6_DEPTH_TEST_ENABLE;
else

View file

@ -798,8 +798,7 @@ i915_update_draw_buffer(struct intel_context *intel)
/*
* Update depth and stencil test state
*/
ctx->Driver.Enable(ctx, GL_DEPTH_TEST,
(ctx->Depth.Test && fb->Visual.depthBits > 0));
ctx->Driver.Enable(ctx, GL_DEPTH_TEST, ctx->Depth.Test);
ctx->Driver.Enable(ctx, GL_STENCIL_TEST,
(ctx->Stencil.Enabled && fb->Visual.stencilBits > 0));