diff options
author | brian <brian@cvp965.(none)> | 2009-11-10 18:02:03 -0700 |
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committer | brian <brian@cvp965.(none)> | 2009-11-10 18:09:13 -0700 |
commit | a65b84d9554815af891d793012eba17de80cbfa3 (patch) | |
tree | 57100ae049e1204eb2ac5b75358dd24a03ff0868 /src/mesa/main/fbobject.c | |
parent | bc569cd6bee0550c7f83412476b6b39e89c51ac3 (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.c | 59 |
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) { |