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authorEric Anholt <eric@anholt.net>2011-01-04 10:00:51 -0800
committerEric Anholt <eric@anholt.net>2011-01-04 10:04:19 -0800
commitb7b2791c6bea6ad0db76fdad9a217aa1efffea93 (patch)
tree270df22b91f0d88f80bebc3d5c55b0537813ea4e
parent0ea49380e20bdf76cd0e434d3d431ca9f526f1f1 (diff)
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.
-rw-r--r--src/mesa/drivers/dri/intel/intel_fbo.c8
1 files 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 9d33ad1e83..a47d2d4f83 100644
--- a/src/mesa/drivers/dri/intel/intel_fbo.c
+++ b/src/mesa/drivers/dri/intel/intel_fbo.c
@@ -571,10 +571,10 @@ 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