intel: Fix intel_draw_buffer() to accomodate hiz and separate stencil

The logic of intel_draw_buffers() expected that stencil buffers were
always combined depth/stencil.

Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad@chad-versace.us>
This commit is contained in:
Chad Versace 2011-05-23 13:47:42 -07:00
parent c270f1a628
commit ce8fdf666f
1 changed files with 11 additions and 5 deletions

View File

@ -93,6 +93,7 @@ intel_draw_buffer(struct gl_context * ctx, struct gl_framebuffer *fb)
struct intel_context *intel = intel_context(ctx);
struct intel_region *colorRegions[MAX_DRAW_BUFFERS], *depthRegion = NULL;
struct intel_renderbuffer *irbDepth = NULL, *irbStencil = NULL;
bool fb_has_hiz = intel_framebuffer_has_hiz(fb);
if (!fb) {
/* this can happen during the initial context initialization */
@ -166,11 +167,11 @@ intel_draw_buffer(struct gl_context * ctx, struct gl_framebuffer *fb)
/***
*** Get depth buffer region and check if we need a software fallback.
*** Note that the depth buffer is usually a DEPTH_STENCIL buffer.
***/
if (fb->_DepthBuffer && fb->_DepthBuffer->Wrapped) {
irbDepth = intel_renderbuffer(fb->_DepthBuffer->Wrapped);
if (irbDepth && irbDepth->region) {
assert(!fb_has_hiz || irbDepth->Base.Format != MESA_FORMAT_S8_Z24);
FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, GL_FALSE);
depthRegion = irbDepth->region;
}
@ -187,13 +188,16 @@ intel_draw_buffer(struct gl_context * ctx, struct gl_framebuffer *fb)
/***
*** Stencil buffer
*** This can only be hardware accelerated if we're using a
*** combined DEPTH_STENCIL buffer.
***/
if (fb->_StencilBuffer && fb->_StencilBuffer->Wrapped) {
irbStencil = intel_renderbuffer(fb->_StencilBuffer->Wrapped);
if (irbStencil && irbStencil->region) {
ASSERT(irbStencil->Base.Format == MESA_FORMAT_S8_Z24);
if (!intel->has_separate_stencil)
assert(irbStencil->Base.Format == MESA_FORMAT_S8_Z24);
if (fb_has_hiz || intel->must_use_separate_stencil)
assert(irbStencil->Base.Format == MESA_FORMAT_S8);
if (irbStencil->Base.Format == MESA_FORMAT_S8)
assert(intel->has_separate_stencil);
FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, GL_FALSE);
}
else {
@ -208,8 +212,10 @@ intel_draw_buffer(struct gl_context * ctx, struct gl_framebuffer *fb)
/* If we have a (packed) stencil buffer attached but no depth buffer,
* we still need to set up the shared depth/stencil state so we can use it.
*/
if (depthRegion == NULL && irbStencil && irbStencil->region)
if (depthRegion == NULL && irbStencil && irbStencil->region
&& irbStencil->Base.Format == MESA_FORMAT_S8_Z24) {
depthRegion = irbStencil->region;
}
/*
* Update depth and stencil test state