diff --git a/src/mesa/drivers/dri/intel/intel_buffers.c b/src/mesa/drivers/dri/intel/intel_buffers.c index ee551ef60d4..a0fa0915c91 100644 --- a/src/mesa/drivers/dri/intel/intel_buffers.c +++ b/src/mesa/drivers/dri/intel/intel_buffers.c @@ -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