On Sat,  9 Jul 2011 03:41:32 -0700, Kenneth Graunke <[email protected]> 
wrote:
> The existing code was missing GL_DEPTH_COMPONENT32, resulting in it
> wrongly returning the color buffer instead of the depth buffer.
> 
> Fixes an issue in PlaneShift 0.5.7 when casting spells.  The game calls
> CopyTexSubImage2D on buffers with a GL_DEPTH_COMPONENT32 internal
> format, which (prior to this patch) resulted in an attempt to copy
> ARGB8888 to X8_Z24.
> 
> Instead of adding the missing enumeration directly, convert the code to
> use _mesa_is_depth_format() and _mesa_is_depthstencil_format() as these
> should catch any newly added depth formats in the future.
> 
> NOTE: This is a candidate for the 7.10 and 7.11 branches.
> 
> Signed-off-by: Kenneth Graunke <[email protected]>

Reviewed-by: Eric Anholt <[email protected]>

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