diff options
author | Paul Berry <[email protected]> | 2012-04-13 21:50:08 -0700 |
---|---|---|
committer | Paul Berry <[email protected]> | 2012-05-07 10:48:53 -0700 |
commit | b9819a027d08b38abb380526bed9f2908ffeb507 (patch) | |
tree | 3d087f5da7bd28ebfa0858c2b706faba4394aa66 /src | |
parent | 3ec0e55b63db3c1067f3bbf4563beb3b98a19288 (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')
-rw-r--r-- | src/mesa/main/fbobject.c | 14 |
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 { |