From 947d1c5b2a70c0eafa4c408b47607574a2908468 Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Wed, 14 Jan 2009 16:42:19 -0700 Subject: 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. --- src/mesa/drivers/dri/intel/intel_tex_format.c | 10 ++++++++-- 1 file changed, 8 insertions(+), 2 deletions(-) (limited to 'src/mesa/drivers/dri/intel/intel_tex_format.c') diff --git a/src/mesa/drivers/dri/intel/intel_tex_format.c b/src/mesa/drivers/dri/intel/intel_tex_format.c index 2be060dd3e..5e418ac446 100644 --- a/src/mesa/drivers/dri/intel/intel_tex_format.c +++ b/src/mesa/drivers/dri/intel/intel_tex_format.c @@ -134,8 +134,14 @@ intelChooseTextureFormat(GLcontext * ctx, GLint internalFormat, case GL_DEPTH_COMPONENT16: case GL_DEPTH_COMPONENT24: case GL_DEPTH_COMPONENT32: +#if 0 return &_mesa_texformat_z16; - +#else + /* fall-through. + * 16bpp depth texture can't be paired with a stencil buffer so + * always used combined depth/stencil format. + */ +#endif case GL_DEPTH_STENCIL_EXT: case GL_DEPTH24_STENCIL8_EXT: return &_mesa_texformat_s8_z24; @@ -158,7 +164,7 @@ intelChooseTextureFormat(GLcontext * ctx, GLint internalFormat, case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT: case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT: case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT: - return &_mesa_texformat_srgb_dxt1; + return &_mesa_texformat_srgb_dxt1; #endif default: -- cgit v1.2.3