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authorbrian <brian@cvp965.(none)>2009-11-10 18:02:03 -0700
committerbrian <brian@cvp965.(none)>2009-11-10 18:09:13 -0700
commita65b84d9554815af891d793012eba17de80cbfa3 (patch)
tree57100ae049e1204eb2ac5b75358dd24a03ff0868 /src/mesa/main/fbobject.c
parentbc569cd6bee0550c7f83412476b6b39e89c51ac3 (diff)
mesa: fix some begin/end render-to-texture logic
Before, we weren't aggressive enough in checking for the start or end of render-to-texture. In particular, if only the ctx->ReadBuffer had texture attachments, we were treating that as a render-to-texture case. This fixes a regression from commit 75bdbdd90b15c8704d87ca195a364ff6a42edbb1 "intel: Don't validate in a texture image used as a render target."
Diffstat (limited to 'src/mesa/main/fbobject.c')
-rw-r--r--src/mesa/main/fbobject.c59
1 files changed, 38 insertions, 21 deletions
diff --git a/src/mesa/main/fbobject.c b/src/mesa/main/fbobject.c
index 6d8d1876d6e..2d0bfb3ad73 100644
--- a/src/mesa/main/fbobject.c
+++ b/src/mesa/main/fbobject.c
@@ -1159,6 +1159,10 @@ check_begin_texture_render(GLcontext *ctx, struct gl_framebuffer *fb)
{
GLuint i;
ASSERT(ctx->Driver.RenderTexture);
+
+ if (fb->Name == 0)
+ return; /* can't render to texture with winsys framebuffers */
+
for (i = 0; i < BUFFER_COUNT; i++) {
struct gl_renderbuffer_attachment *att = fb->Attachment + i;
struct gl_texture_object *texObj = att->Texture;
@@ -1178,6 +1182,9 @@ check_begin_texture_render(GLcontext *ctx, struct gl_framebuffer *fb)
static void
check_end_texture_render(GLcontext *ctx, struct gl_framebuffer *fb)
{
+ if (fb->Name == 0)
+ return; /* can't render to texture with winsys framebuffers */
+
if (ctx->Driver.FinishRenderTexture) {
GLuint i;
for (i = 0; i < BUFFER_COUNT; i++) {
@@ -1276,41 +1283,51 @@ _mesa_BindFramebufferEXT(GLenum target, GLuint framebuffer)
ASSERT(newDrawFb);
ASSERT(newDrawFb != &DummyFramebuffer);
+ /* save pointers to current/old framebuffers */
oldDrawFb = ctx->DrawBuffer;
oldReadFb = ctx->ReadBuffer;
+ /* check if really changing bindings */
+ if (oldDrawFb == newDrawFb)
+ bindDrawBuf = GL_FALSE;
+ if (oldReadFb == newReadFb)
+ bindReadBuf = GL_FALSE;
+
/*
* OK, now bind the new Draw/Read framebuffers, if they're changing.
+ *
+ * We also check if we're beginning and/or ending render-to-texture.
+ * When a framebuffer with texture attachments is unbound, call
+ * ctx->Driver.FinishRenderTexture().
+ * When a framebuffer with texture attachments is bound, call
+ * ctx->Driver.RenderTexture().
+ *
+ * Note that if the ReadBuffer has texture attachments we don't consider
+ * that a render-to-texture case.
*/
if (bindReadBuf) {
- if (oldReadFb == newReadFb) {
- bindReadBuf = GL_FALSE; /* no change */
- }
- else {
- FLUSH_VERTICES(ctx, _NEW_BUFFERS);
+ FLUSH_VERTICES(ctx, _NEW_BUFFERS);
- _mesa_reference_framebuffer(&ctx->ReadBuffer, newReadFb);
- }
+ /* check if old readbuffer was render-to-texture */
+ check_end_texture_render(ctx, oldReadFb);
+
+ _mesa_reference_framebuffer(&ctx->ReadBuffer, newReadFb);
}
if (bindDrawBuf) {
- if (oldDrawFb == newDrawFb) {
- bindDrawBuf = GL_FALSE; /* no change */
- }
- else {
- FLUSH_VERTICES(ctx, _NEW_BUFFERS);
+ FLUSH_VERTICES(ctx, _NEW_BUFFERS);
- if (oldDrawFb->Name != 0) {
- check_end_texture_render(ctx, oldDrawFb);
- }
+ /* check if old read/draw buffers were render-to-texture */
+ if (!bindReadBuf)
+ check_end_texture_render(ctx, oldReadFb);
- if (newDrawFb->Name != 0) {
- /* check if newly bound framebuffer has any texture attachments */
- check_begin_texture_render(ctx, newDrawFb);
- }
+ if (oldDrawFb != oldReadFb)
+ check_end_texture_render(ctx, oldDrawFb);
- _mesa_reference_framebuffer(&ctx->DrawBuffer, newDrawFb);
- }
+ /* check if newly bound framebuffer has any texture attachments */
+ check_begin_texture_render(ctx, newDrawFb);
+
+ _mesa_reference_framebuffer(&ctx->DrawBuffer, newDrawFb);
}
if ((bindDrawBuf || bindReadBuf) && ctx->Driver.BindFramebuffer) {