From b7b2791c6bea6ad0db76fdad9a217aa1efffea93 Mon Sep 17 00:00:00 2001 From: Eric Anholt Date: Tue, 4 Jan 2011 10:00:51 -0800 Subject: 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. --- src/mesa/drivers/dri/intel/intel_fbo.c | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'src/mesa/drivers/dri/intel') 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 -- cgit v1.2.3