forked from enlightenment/efl
For Evas_GL surface config, prefer to use GL_DEPTH24_STENCIL8
format internally when it's available instead of using them separately. SVN revision: 70686
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@ -3004,7 +3004,7 @@ _set_internal_config(Render_Engine *re, Render_Engine_GL_Surface *sfc, Evas_GL_C
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return 0;
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}
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switch(cfg->depth_bits)
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switch((int)cfg->depth_bits)
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{
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case EVAS_GL_DEPTH_NONE:
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break;
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@ -3042,7 +3042,7 @@ _set_internal_config(Render_Engine *re, Render_Engine_GL_Surface *sfc, Evas_GL_C
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return 0;
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}
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switch(cfg->stencil_bits)
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switch((int)cfg->stencil_bits)
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{
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case EVAS_GL_STENCIL_NONE:
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break;
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@ -3068,19 +3068,19 @@ _set_internal_config(Render_Engine *re, Render_Engine_GL_Surface *sfc, Evas_GL_C
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break;
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}
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case EVAS_GL_STENCIL_BIT_8:
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if (re->gl_cap.stencil_8)
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if ((sfc->rb_depth_fmt == re->gl_cap.depth_24) && (re->gl_cap.depth_24_stencil_8))
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{
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sfc->rb_depth_stencil_fmt = re->gl_cap.depth_24_stencil_8;
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sfc->rb_stencil_fmt = re->gl_cap.stencil_8;
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cfg->stencil_bits = EVAS_GL_STENCIL_BIT_8;
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break;
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}
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else if (re->gl_cap.stencil_8)
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{
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sfc->rb_stencil_fmt = re->gl_cap.stencil_8;
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cfg->stencil_bits = EVAS_GL_STENCIL_BIT_8;
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break;
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}
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else if (re->gl_cap.depth_24_stencil_8)
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{
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sfc->rb_depth_stencil_fmt = re->gl_cap.depth_24_stencil_8;
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cfg->depth_bits = EVAS_GL_DEPTH_BIT_24;
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cfg->stencil_bits = EVAS_GL_STENCIL_BIT_8;
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break;
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}
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case EVAS_GL_STENCIL_BIT_16:
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if (re->gl_cap.stencil_16)
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{
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