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authorBrian Paul <brian.paul@tungstengraphics.com>2005-10-01 16:06:25 +0000
committerBrian Paul <brian.paul@tungstengraphics.com>2005-10-01 16:06:25 +0000
commitb0a0ca8bd9edc13e495a39709cc28953dd3fbd9c (patch)
treedc69a943bbabf6a4c0b5dcff908f512a37a1f5a4 /src/mesa
parent0899afae33a29d1f6d15ebc96dc6ea8a8371cdb6 (diff)
GL_EXT_packed_depth_stencil changes
Diffstat (limited to 'src/mesa')
-rw-r--r--src/mesa/swrast/s_texcombine.c2
-rw-r--r--src/mesa/swrast/s_texfilter.c8
2 files changed, 6 insertions, 4 deletions
diff --git a/src/mesa/swrast/s_texcombine.c b/src/mesa/swrast/s_texcombine.c
index 2bdd4efaa2..0f662c3d2b 100644
--- a/src/mesa/swrast/s_texcombine.c
+++ b/src/mesa/swrast/s_texcombine.c
@@ -748,7 +748,7 @@ texture_apply( const GLcontext *ctx,
if (format == GL_COLOR_INDEX || format == GL_YCBCR_MESA) {
format = GL_RGBA; /* a bit of a hack */
}
- else if (format == GL_DEPTH_COMPONENT) {
+ else if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
format = texUnit->_Current->DepthMode;
}
diff --git a/src/mesa/swrast/s_texfilter.c b/src/mesa/swrast/s_texfilter.c
index f5085c3f1b..05618a1f80 100644
--- a/src/mesa/swrast/s_texfilter.c
+++ b/src/mesa/swrast/s_texfilter.c
@@ -2248,7 +2248,9 @@ sample_depth_texture( GLcontext *ctx,
(void) lambda;
- ASSERT(tObj->Image[0][tObj->BaseLevel]->Format == GL_DEPTH_COMPONENT);
+ ASSERT(tObj->Image[0][tObj->BaseLevel]->Format == GL_DEPTH_COMPONENT ||
+ tObj->Image[0][tObj->BaseLevel]->Format == GL_DEPTH_STENCIL_EXT);
+
ASSERT(tObj->Target == GL_TEXTURE_1D ||
tObj->Target == GL_TEXTURE_2D ||
tObj->Target == GL_TEXTURE_RECTANGLE_NV);
@@ -2649,7 +2651,7 @@ _swrast_choose_texture_sample_func( GLcontext *ctx,
switch (t->Target) {
case GL_TEXTURE_1D:
- if (format == GL_DEPTH_COMPONENT) {
+ if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
return &sample_depth_texture;
}
else if (needLambda) {
@@ -2663,7 +2665,7 @@ _swrast_choose_texture_sample_func( GLcontext *ctx,
return &sample_nearest_1d;
}
case GL_TEXTURE_2D:
- if (format == GL_DEPTH_COMPONENT) {
+ if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
return &sample_depth_texture;
}
else if (needLambda) {