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author | Brian Paul <brianp@vmware.com> | 2009-01-14 16:42:19 -0700 |
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committer | Brian Paul <brianp@vmware.com> | 2009-01-14 16:49:24 -0700 |
commit | 947d1c5b2a70c0eafa4c408b47607574a2908468 (patch) | |
tree | d7ace9712ef4e69aa74db43d28623e6670bc05c7 /src/mesa/drivers/dri/common/xmlconfig.c | |
parent | c7f43543af8a0bf95750eb6d332fdede07d104ea (diff) |
i965: asst. fixes, work-arounds for FBOs and render to texture
OpenGL allows mixing and matching depth and stencil renderbuffers in
framebuffer objects while the hardware really only supports interleaved
depth/stencil buffers. This makes for some tricky buffer management.
An extra wrinkle is the situation where the user allocates a 16bpp depth
texture or renderbuffer then tries to render to it along with a stencil
buffer. We'd have to promote the 16bpp Z values to 24-bit Z values and
mix in the stencil values to setup the depth/stencil renderbuffer.
There's no support for that now, so always allocate 32bpp depth textures/
renderbuffers for now.
Diffstat (limited to 'src/mesa/drivers/dri/common/xmlconfig.c')
0 files changed, 0 insertions, 0 deletions