glBlitFramebuffer support for depth/stencil formats
Added support for depth and stencil formats for glBlitFramebuffer:
- Blitter now supports quad layout and stencil
- Device::stretchRect() now supports specific buffers, so that a
caller can specifically choose which buffer to copy
Change-Id: Iae0898df11e0a1d3c006113486ed15a3fd2f90a9
Reviewed-on: https://swiftshader-review.googlesource.com/7510
Tested-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <capn@google.com>
diff --git a/src/OpenGL/libGLESv2/Context.h b/src/OpenGL/libGLESv2/Context.h
index f638c05..cd8194f 100644
--- a/src/OpenGL/libGLESv2/Context.h
+++ b/src/OpenGL/libGLESv2/Context.h
@@ -684,7 +684,7 @@
void blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
- GLbitfield mask, bool filter);
+ GLbitfield mask, bool filter, bool allowPartialDepthStencilBlit);
virtual void bindTexImage(egl::Surface *surface);
virtual EGLenum validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel);