diff options
Diffstat (limited to 'src/mesa')
-rw-r--r-- | src/mesa/main/fbobject.c | 12 |
1 files changed, 8 insertions, 4 deletions
diff --git a/src/mesa/main/fbobject.c b/src/mesa/main/fbobject.c index a219398a970..9db5035d1ab 100644 --- a/src/mesa/main/fbobject.c +++ b/src/mesa/main/fbobject.c @@ -2903,6 +2903,8 @@ _mesa_BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, mask &= ~GL_STENCIL_BUFFER_BIT; } else { + int read_z_bits, draw_z_bits; + if (_mesa_get_format_bits(readRb->Format, GL_STENCIL_BITS) != _mesa_get_format_bits(drawRb->Format, GL_STENCIL_BITS)) { /* There is no need to check the stencil datatype here, because @@ -2913,8 +2915,8 @@ _mesa_BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, return; } - int read_z_bits = _mesa_get_format_bits(readRb->Format, GL_DEPTH_BITS); - int draw_z_bits = _mesa_get_format_bits(drawRb->Format, GL_DEPTH_BITS); + read_z_bits = _mesa_get_format_bits(readRb->Format, GL_DEPTH_BITS); + draw_z_bits = _mesa_get_format_bits(drawRb->Format, GL_DEPTH_BITS); /* If both buffers also have depth data, the depth formats must match * as well. If one doesn't have depth, it's not blitted, so we should @@ -2948,6 +2950,8 @@ _mesa_BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, mask &= ~GL_DEPTH_BUFFER_BIT; } else { + int read_s_bit, draw_s_bit; + if ((_mesa_get_format_bits(readRb->Format, GL_DEPTH_BITS) != _mesa_get_format_bits(drawRb->Format, GL_DEPTH_BITS)) || (_mesa_get_format_datatype(readRb->Format) != @@ -2957,8 +2961,8 @@ _mesa_BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, return; } - int read_s_bit = _mesa_get_format_bits(readRb->Format, GL_STENCIL_BITS); - int draw_s_bit = _mesa_get_format_bits(drawRb->Format, GL_STENCIL_BITS); + read_s_bit = _mesa_get_format_bits(readRb->Format, GL_STENCIL_BITS); + draw_s_bit = _mesa_get_format_bits(drawRb->Format, GL_STENCIL_BITS); /* If both buffers also have stencil data, the stencil formats must * match as well. If one doesn't have stencil, it's not blitted, so |