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authorPaul Berry <[email protected]>2012-04-13 21:50:08 -0700
committerPaul Berry <[email protected]>2012-05-07 10:48:53 -0700
commitb9819a027d08b38abb380526bed9f2908ffeb507 (patch)
tree3d087f5da7bd28ebfa0858c2b706faba4394aa66 /src/mesa/main/fbobject.c
parent3ec0e55b63db3c1067f3bbf4563beb3b98a19288 (diff)
fbo: Only reuse depth/stencil attachments if the parameters match.
When the user attaches a texture to one of the depth/stencil attachment points (GL_STENCIL_ATTACHMENT or GL_DEPTH_ATTACHMENT), we check to see if the same texture is also attached to the other attachment point, and if so, we re-use the existing texture attachment. This is necessary to ensure that if the user later queries what is attached to GL_DEPTH_STENCIL_ATTACHMENT, they will not receive an error. If, however, the user attaches buffers to the two different attachment points using different parameters (e.g. a different miplevel), then we can't re-use the existing texture attachment, because it is pointing to the wrong part of the texture. This might occur as a transitory condition if, for example, if the user attached miplevel zero of a texture to GL_STENCIL_ATTACHMENT and GL_DEPTH_ATTACHMENT, rendered to it, and then later attempted to attach miplevel one of the same texture to GL_STENCIL_ATTACHMENT and GL_DEPTH_ATTACHMENT. This patch causes Mesa to check that GL_STENCIL_ATTACHMENT and GL_DEPTH_ATTACHMENT use the same attachment parameters before attempting to share the texture attachment. On i965 Gen6, fixes piglit tests "texturing/depthstencil-render-miplevels 1024 depth_stencil_shared" and "texturing/depthstencil-render-miplevels 1024 stencil_depth_shared". Reviewed-by: Chad Versace <[email protected]>
Diffstat (limited to 'src/mesa/main/fbobject.c')
-rw-r--r--src/mesa/main/fbobject.c14
1 files changed, 11 insertions, 3 deletions
diff --git a/src/mesa/main/fbobject.c b/src/mesa/main/fbobject.c
index 26ae1087c6e..f5636948397 100644
--- a/src/mesa/main/fbobject.c
+++ b/src/mesa/main/fbobject.c
@@ -2023,7 +2023,11 @@ framebuffer_texture(struct gl_context *ctx, const char *caller, GLenum target,
_glthread_LOCK_MUTEX(fb->Mutex);
if (texObj) {
if (attachment == GL_DEPTH_ATTACHMENT &&
- texObj == fb->Attachment[BUFFER_STENCIL].Texture) {
+ texObj == fb->Attachment[BUFFER_STENCIL].Texture &&
+ level == fb->Attachment[BUFFER_STENCIL].TextureLevel &&
+ _mesa_tex_target_to_face(textarget) ==
+ fb->Attachment[BUFFER_STENCIL].CubeMapFace &&
+ zoffset == fb->Attachment[BUFFER_STENCIL].Zoffset) {
/* The texture object is already attached to the stencil attachment
* point. Don't create a new renderbuffer; just reuse the stencil
* attachment's. This is required to prevent a GL error in
@@ -2032,8 +2036,12 @@ framebuffer_texture(struct gl_context *ctx, const char *caller, GLenum target,
reuse_framebuffer_texture_attachment(fb, BUFFER_DEPTH,
BUFFER_STENCIL);
} else if (attachment == GL_STENCIL_ATTACHMENT &&
- texObj == fb->Attachment[BUFFER_DEPTH].Texture) {
- /* As above, but with depth and stencil juxtaposed. */
+ texObj == fb->Attachment[BUFFER_DEPTH].Texture &&
+ level == fb->Attachment[BUFFER_DEPTH].TextureLevel &&
+ _mesa_tex_target_to_face(textarget) ==
+ fb->Attachment[BUFFER_DEPTH].CubeMapFace &&
+ zoffset == fb->Attachment[BUFFER_DEPTH].Zoffset) {
+ /* As above, but with depth and stencil transposed. */
reuse_framebuffer_texture_attachment(fb, BUFFER_STENCIL,
BUFFER_DEPTH);
} else {