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intel: Recognize all depth formats in get_teximage_readbuffer.

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
Kenneth Graunke 14 years ago
parent
commit
440224ab73
1 changed files with 4 additions and 8 deletions
  1. 4
    8
      src/mesa/drivers/dri/intel/intel_tex_copy.c

+ 4
- 8
src/mesa/drivers/dri/intel/intel_tex_copy.c View File

@@ -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);
}



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