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-rw-r--r--src/mesa/drivers/dri/intel/intel_buffers.c16
1 files changed, 11 insertions, 5 deletions
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