[intel] Initialize a depth buffer if the visual has depth 24 but no stencil.
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@@ -655,21 +655,34 @@ intelCreateBuffer(__DRIscreenPrivate * driScrnPriv,
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}
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}
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if (mesaVis->depthBits == 24 && mesaVis->stencilBits == 8) {
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/* combined depth/stencil buffer */
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struct intel_renderbuffer *depthStencilRb
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= intel_create_renderbuffer(GL_DEPTH24_STENCIL8_EXT,
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screen->width, screen->height,
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screen->depth.offset,
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screen->depth.pitch,
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screen->cpp, /* 4! */
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screen->depth.map);
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intel_set_span_functions(&depthStencilRb->Base);
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/* note: bind RB to two attachment points */
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_mesa_add_renderbuffer(&intel_fb->Base, BUFFER_DEPTH,
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&depthStencilRb->Base);
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_mesa_add_renderbuffer(&intel_fb->Base, BUFFER_STENCIL,
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&depthStencilRb->Base);
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if (mesaVis->depthBits == 24) {
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if (mesaVis->stencilBits == 8) {
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/* combined depth/stencil buffer */
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struct intel_renderbuffer *depthStencilRb
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= intel_create_renderbuffer(GL_DEPTH24_STENCIL8_EXT,
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screen->width, screen->height,
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screen->depth.offset,
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screen->depth.pitch,
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screen->cpp, /* 4! */
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screen->depth.map);
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intel_set_span_functions(&depthStencilRb->Base);
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/* note: bind RB to two attachment points */
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_mesa_add_renderbuffer(&intel_fb->Base, BUFFER_DEPTH,
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&depthStencilRb->Base);
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_mesa_add_renderbuffer(&intel_fb->Base, BUFFER_STENCIL,
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&depthStencilRb->Base);
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} else {
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struct intel_renderbuffer *depthRb
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= intel_create_renderbuffer(GL_DEPTH_COMPONENT24,
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screen->width, screen->height,
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screen->depth.offset,
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screen->depth.pitch,
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screen->cpp, /* 4! */
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screen->depth.map);
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intel_set_span_functions(&depthRb->Base);
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_mesa_add_renderbuffer(&intel_fb->Base, BUFFER_DEPTH,
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&depthRb->Base);
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}
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}
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else if (mesaVis->depthBits == 16) {
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/* just 16-bit depth buffer, no hw stencil */
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