[cogl/wip/depth-texture: 1/3] Use the GL_DEPTH24_STENCIL8 internal format for packed buffers
- From: Damien Lespiau <dlespiau src gnome org>
- To: commits-list gnome org
- Cc:
- Subject: [cogl/wip/depth-texture: 1/3] Use the GL_DEPTH24_STENCIL8 internal format for packed buffers
- Date: Wed, 13 Jun 2012 16:38:10 +0000 (UTC)
commit 103ab25db176161301e1d56c6f1740b5245cec23
Author: Damien Lespiau <damien lespiau intel com>
Date: Fri May 25 14:55:36 2012 +0100
Use the GL_DEPTH24_STENCIL8 internal format for packed buffers
GL_DEPTH_STENCIL is not a valid internal format according to
EXT_packed_depth_stencil. Let's use the the GL_DEPTH24_STENCIL8 internal
format defined by the extension (internal format also used by the OES
code path).
I've noticed this when trying to create a texture with this format as
internal format and it did not pass the GL_PROXY_TEXTURE_2D test.
glRenderBufferStorage() uses internal formats as well, so changing it to
GL_DEPTH24_STENCIL8 seemed like the natural thing to do.
cogl/cogl-framebuffer-private.h | 7 +++----
cogl/cogl-framebuffer.c | 12 ++++--------
2 files changed, 7 insertions(+), 12 deletions(-)
---
diff --git a/cogl/cogl-framebuffer-private.h b/cogl/cogl-framebuffer-private.h
index 9922a1a..ccc9c22 100644
--- a/cogl/cogl-framebuffer-private.h
+++ b/cogl/cogl-framebuffer-private.h
@@ -167,10 +167,9 @@ struct _CoglFramebuffer
};
typedef enum {
- COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH_STENCIL = 1L<<0,
- COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH24_STENCIL8 = 1L<<1,
- COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH = 1L<<2,
- COGL_OFFSCREEN_ALLOCATE_FLAG_STENCIL = 1L<<3
+ COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH24_STENCIL8 = 1L<<0,
+ COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH = 1L<<1,
+ COGL_OFFSCREEN_ALLOCATE_FLAG_STENCIL = 1L<<2
} CoglOffscreenAllocateFlags;
typedef struct _CoglGLFramebuffer
diff --git a/cogl/cogl-framebuffer.c b/cogl/cogl-framebuffer.c
index ec4acf6..13b3e24 100644
--- a/cogl/cogl-framebuffer.c
+++ b/cogl/cogl-framebuffer.c
@@ -830,22 +830,18 @@ try_creating_renderbuffers (CoglContext *ctx,
GList *renderbuffers = NULL;
GLuint gl_depth_stencil_handle;
- if (flags & (COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH_STENCIL |
- COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH24_STENCIL8))
+ if (flags & COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH24_STENCIL8)
{
- GLenum format = ((flags & COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH_STENCIL) ?
- GL_DEPTH_STENCIL : GL_DEPTH24_STENCIL8);
-
/* Create a renderbuffer for depth and stenciling */
GE (ctx, glGenRenderbuffers (1, &gl_depth_stencil_handle));
GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, gl_depth_stencil_handle));
if (n_samples)
GE (ctx, glRenderbufferStorageMultisampleIMG (GL_RENDERBUFFER,
n_samples,
- format,
+ GL_DEPTH24_STENCIL8,
width, height));
else
- GE (ctx, glRenderbufferStorage (GL_RENDERBUFFER, format,
+ GE (ctx, glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH24_STENCIL8,
width, height));
GE (ctx, glBindRenderbuffer (GL_RENDERBUFFER, 0));
GE (ctx, glFramebufferRenderbuffer (GL_FRAMEBUFFER,
@@ -1079,7 +1075,7 @@ _cogl_offscreen_allocate (CoglOffscreen *offscreen,
offscreen->texture_level_width,
offscreen->texture_level_height,
&fb->config,
- flags = COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH_STENCIL,
+ flags = COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH24_STENCIL8,
gl_framebuffer)) ||
((ctx->private_feature_flags &
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