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authorIan Romanick <[email protected]>2013-07-27 12:04:20 -0700
committerIan Romanick <[email protected]>2013-08-06 12:18:39 -0700
commitfb49713f8ed099559d255403dc1065a06305e0d8 (patch)
treed3adac55180ab78b6eb67233973a2dfbf0f13268 /src/mesa/main/fbobject.c
parent0c3dbd689b3269c605ee07589a35af9147db5fe0 (diff)
mesa: Don't call driver RenderTexture for really broken textures
This fixes the segfault in the '0x0 texture' subtest of piglit's fbo-incomplete test. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Cc: "9.1 9.2" [email protected]
Diffstat (limited to 'src/mesa/main/fbobject.c')
-rw-r--r--src/mesa/main/fbobject.c22
1 files changed, 20 insertions, 2 deletions
diff --git a/src/mesa/main/fbobject.c b/src/mesa/main/fbobject.c
index dd3e8ae2d41..8f70a20f14b 100644
--- a/src/mesa/main/fbobject.c
+++ b/src/mesa/main/fbobject.c
@@ -343,6 +343,22 @@ _mesa_remove_attachment(struct gl_context *ctx,
}
/**
+ * Verify a couple error conditions that will lead to an incomplete FBO and
+ * may cause problems for the driver's RenderTexture path.
+ */
+static bool
+driver_RenderTexture_is_safe(const struct gl_renderbuffer_attachment *att)
+{
+ const struct gl_texture_image *const texImage =
+ att->Texture->Image[att->CubeMapFace][att->TextureLevel];
+
+ if (texImage->Width == 0 || texImage->Height == 0 || texImage->Depth == 0)
+ return false;
+
+ return true;
+}
+
+/**
* Create a renderbuffer which will be set up by the driver to wrap the
* texture image slice.
*
@@ -391,7 +407,8 @@ _mesa_update_texture_renderbuffer(struct gl_context *ctx,
rb->NumSamples = texImage->NumSamples;
rb->TexImage = texImage;
- ctx->Driver.RenderTexture(ctx, fb, att);
+ if (driver_RenderTexture_is_safe(att))
+ ctx->Driver.RenderTexture(ctx, fb, att);
}
/**
@@ -1885,7 +1902,8 @@ check_begin_texture_render(struct gl_context *ctx, struct gl_framebuffer *fb)
for (i = 0; i < BUFFER_COUNT; i++) {
struct gl_renderbuffer_attachment *att = fb->Attachment + i;
- if (att->Texture && att->Renderbuffer->TexImage) {
+ if (att->Texture && att->Renderbuffer->TexImage
+ && driver_RenderTexture_is_safe(att)) {
ctx->Driver.RenderTexture(ctx, fb, att);
}
}