diff options
Diffstat (limited to 'src/mesa/main/fbobject.c')
-rw-r--r-- | src/mesa/main/fbobject.c | 58 |
1 files changed, 55 insertions, 3 deletions
diff --git a/src/mesa/main/fbobject.c b/src/mesa/main/fbobject.c index bcebf124001..f8b148cee8b 100644 --- a/src/mesa/main/fbobject.c +++ b/src/mesa/main/fbobject.c @@ -1939,7 +1939,29 @@ _mesa_CheckFramebufferStatusEXT(GLenum target) return buffer->_Status; } - +/** + * Replicate the src attachment point. Used by framebuffer_texture() when + * the same texture is attached at GL_DEPTH_ATTACHMENT and + * GL_STENCIL_ATTACHMENT. + */ +static void +reuse_framebuffer_texture_attachment(struct gl_framebuffer *fb, + gl_buffer_index dst, + gl_buffer_index src) +{ + struct gl_renderbuffer_attachment *dst_att = &fb->Attachment[dst]; + struct gl_renderbuffer_attachment *src_att = &fb->Attachment[src]; + + assert(src_att->Texture != NULL); + assert (src_att->Renderbuffer != NULL); + + _mesa_reference_texobj(&dst_att->Texture, src_att->Texture); + _mesa_reference_renderbuffer(&dst_att->Renderbuffer, src_att->Renderbuffer); + dst_att->Type = src_att->Type; + dst_att->Complete = src_att->Complete; + dst_att->TextureLevel = src_att->TextureLevel; + dst_att->Zoffset = src_att->Zoffset; +} /** * Common code called by glFramebufferTexture1D/2D/3DEXT(). @@ -2041,8 +2063,34 @@ framebuffer_texture(struct gl_context *ctx, const char *caller, GLenum target, _glthread_LOCK_MUTEX(fb->Mutex); if (texObj) { - _mesa_set_texture_attachment(ctx, fb, att, texObj, textarget, - level, zoffset); + if (attachment == GL_DEPTH_ATTACHMENT && + texObj == fb->Attachment[BUFFER_STENCIL].Texture) { + /* 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 + * glGetFramebufferAttachmentParameteriv(GL_DEPTH_STENCIL). + */ + 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 juxtasposed. */ + reuse_framebuffer_texture_attachment(fb, BUFFER_STENCIL, + BUFFER_DEPTH); + } else { + _mesa_set_texture_attachment(ctx, fb, att, texObj, textarget, + level, zoffset); + if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) { + /* Above we created a new renderbuffer and attached it to the + * depth attachment point. Now attach it to the stencil attachment + * point too. + */ + assert(att == &fb->Attachment[BUFFER_DEPTH]); + reuse_framebuffer_texture_attachment(fb,BUFFER_STENCIL, + BUFFER_DEPTH); + } + } + /* Set the render-to-texture flag. We'll check this flag in * glTexImage() and friends to determine if we need to revalidate * any FBOs that might be rendering into this texture. @@ -2055,6 +2103,10 @@ framebuffer_texture(struct gl_context *ctx, const char *caller, GLenum target, } else { _mesa_remove_attachment(ctx, att); + if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) { + assert(att == &fb->Attachment[BUFFER_DEPTH]); + _mesa_remove_attachment(ctx, &fb->Attachment[BUFFER_STENCIL]); + } } invalidate_framebuffer(fb); |