summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorTom Englund <tomenglund26@gmail.com>2026-01-23 21:09:39 +0100
committerGitHub <noreply@github.com>2026-01-23 20:09:39 +0000
commit2a2c2b0e281c0419d6daee79f16a587c3701be8f (patch)
tree310ba26f476177ab9ae4982229450f04b7df4b29
parent64db62d7e2685d62cbab51a1a7cb7f2cf38a1b32 (diff)
opengl/fb: use GL_DEPTH24_STENCIL8 instead of GL_STENCIL_INDEX8 (#13067)
older drivers lack support for GL_STENCIL_INDEX8 so use GL_DEPTH24_STENCIL8 but explicitly disable the depth.
-rw-r--r--src/render/Framebuffer.cpp14
1 files changed, 10 insertions, 4 deletions
diff --git a/src/render/Framebuffer.cpp b/src/render/Framebuffer.cpp
index cfafd4be..23bbd643 100644
--- a/src/render/Framebuffer.cpp
+++ b/src/render/Framebuffer.cpp
@@ -38,8 +38,11 @@ bool CFramebuffer::alloc(int w, int h, uint32_t drmFormat) {
if (m_stencilTex) {
m_stencilTex->bind();
- glTexImage2D(GL_TEXTURE_2D, 0, GL_STENCIL_INDEX8, w, h, 0, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, nullptr);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_stencilTex->m_texID, 0);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, w, h, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, nullptr);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_stencilTex->m_texID, 0);
+
+ glDisable(GL_DEPTH_TEST);
+ glDepthMask(GL_FALSE);
}
auto status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
@@ -63,11 +66,14 @@ void CFramebuffer::addStencil(SP<CTexture> tex) {
m_stencilTex = tex;
m_stencilTex->bind();
- glTexImage2D(GL_TEXTURE_2D, 0, GL_STENCIL_INDEX8, m_size.x, m_size.y, 0, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, nullptr);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, m_size.x, m_size.y, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, nullptr);
glBindFramebuffer(GL_FRAMEBUFFER, m_fb);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_stencilTex->m_texID, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_stencilTex->m_texID, 0);
+
+ glDisable(GL_DEPTH_TEST);
+ glDepthMask(GL_FALSE);
auto status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
RASSERT((status == GL_FRAMEBUFFER_COMPLETE), "Failed adding a stencil to fbo!", status);