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.
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@@ -571,10 +571,10 @@ intel_validate_framebuffer(struct gl_context *ctx, struct gl_framebuffer *fb)
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int i;
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if (depthRb && stencilRb && stencilRb != depthRb) {
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if (ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Type == GL_TEXTURE &&
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ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Type == GL_TEXTURE &&
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(ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Texture->Name ==
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ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Texture->Name)) {
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if (fb->Attachment[BUFFER_DEPTH].Type == GL_TEXTURE &&
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fb->Attachment[BUFFER_STENCIL].Type == GL_TEXTURE &&
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(fb->Attachment[BUFFER_DEPTH].Texture->Name ==
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fb->Attachment[BUFFER_STENCIL].Texture->Name)) {
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/* OK */
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} else {
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/* we only support combined depth/stencil buffers, not separate
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