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authorAdam Jackson <ajax@redhat.com>2021-03-31 18:03:01 -0400
committerMarge Bot <eric+marge@anholt.net>2021-05-05 03:23:58 +0000
commit64e7248bfb65cb6c00ffa2a22a354d1755ecd8c2 (patch)
tree4deaf45911df60a287fa7222914db634d17e4be1
parentd7888294ac56b831c2da3e0582748a78adb0de28 (diff)
mesa: Ignore the depth buffer when computing framebuffer floatness
Not that Z32F is especially common, but we shouldn't consider it to imply that the color buffers are also float, which is what floatMode is meant to mean. Reviewed-by: Marek Olšák <marek.olsak@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10491>
-rw-r--r--src/mesa/main/framebuffer.c2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/mesa/main/framebuffer.c b/src/mesa/main/framebuffer.c
index a5460795b88..de79ae0d85a 100644
--- a/src/mesa/main/framebuffer.c
+++ b/src/mesa/main/framebuffer.c
@@ -447,6 +447,8 @@ _mesa_update_framebuffer_visual(struct gl_context *ctx,
fb->Visual.floatMode = GL_FALSE;
for (unsigned i = 0; i < BUFFER_COUNT; i++) {
+ if (i == BUFFER_DEPTH)
+ continue;
if (fb->Attachment[i].Renderbuffer) {
const struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer;
const mesa_format fmt = rb->Format;