From b7b2791c6bea6ad0db76fdad9a217aa1efffea93 Mon Sep 17 00:00:00 2001
From: Eric Anholt <eric@anholt.net>
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')

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
-- 
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