The existing code was missing GL_DEPTH_COMPONENT32, resulting in it wrongly returning the color buffer instead of the depth buffer. Fixes an issue in PlaneShift 0.5.7 when casting spells. The game calls CopyTexSubImage2D on buffers with a GL_DEPTH_COMPONENT32 internal format, which (prior to this patch) resulted in an attempt to copy ARGB8888 to X8_Z24. Instead of adding the missing enumeration directly, convert the code to use _mesa_is_depth_format() and _mesa_is_depthstencil_format() as these should catch any newly added depth formats in the future. NOTE: This is a candidate for the 7.10 and 7.11 branches. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Eric Anholt <eric@anholt.net>tags/mesa-8.0-rc1
@@ -55,15 +55,11 @@ get_teximage_readbuffer(struct intel_context *intel, GLenum internalFormat) | |||
DBG("%s %s\n", __FUNCTION__, | |||
_mesa_lookup_enum_by_nr(internalFormat)); | |||
switch (internalFormat) { | |||
case GL_DEPTH_COMPONENT: | |||
case GL_DEPTH_COMPONENT16: | |||
case GL_DEPTH24_STENCIL8_EXT: | |||
case GL_DEPTH_STENCIL_EXT: | |||
if (_mesa_is_depth_format(internalFormat) || | |||
_mesa_is_depthstencil_format(internalFormat)) | |||
return intel_get_renderbuffer(intel->ctx.ReadBuffer, BUFFER_DEPTH); | |||
default: | |||
return intel_renderbuffer(intel->ctx.ReadBuffer->_ColorReadBuffer); | |||
} | |||
return intel_renderbuffer(intel->ctx.ReadBuffer->_ColorReadBuffer); | |||
} | |||