meta: Allocate texture before initializing texture coordinates
authorAnuj Phogat <anuj.phogat@gmail.com>
Fri, 15 Feb 2013 19:03:08 +0000 (11:03 -0800)
committerAnuj Phogat <anuj.phogat@gmail.com>
Fri, 22 Feb 2013 20:03:59 +0000 (12:03 -0800)
tex->Sright and tex->Ttop are initialized during texture allocation.
This fixes depth buffer blitting failures in khronos conformance tests
when run on desktop GL 3.0.
Fixes https://bugs.freedesktop.org/show_bug.cgi?id=59495

Note: This is a candidate for stable branches.

Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
src/mesa/drivers/common/meta.c

index 4e32b50..29a209e 100644 (file)
@@ -1910,6 +1910,14 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx,
       GLuint *tmp = malloc(srcW * srcH * sizeof(GLuint));
 
       if (tmp) {
+
+         newTex = alloc_texture(depthTex, srcW, srcH, GL_DEPTH_COMPONENT);
+         _mesa_ReadPixels(srcX, srcY, srcW, srcH, GL_DEPTH_COMPONENT,
+                          GL_UNSIGNED_INT, tmp);
+         setup_drawpix_texture(ctx, depthTex, newTex, GL_DEPTH_COMPONENT,
+                               srcW, srcH, GL_DEPTH_COMPONENT,
+                               GL_UNSIGNED_INT, tmp);
+
          /* texcoords (after texture allocation!) */
          {
             verts[0].s = 0.0F;
@@ -1928,15 +1936,6 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx,
          if (!blit->DepthFP)
             init_blit_depth_pixels(ctx);
 
-         /* maybe change tex format here */
-         newTex = alloc_texture(depthTex, srcW, srcH, GL_DEPTH_COMPONENT);
-
-         _mesa_ReadPixels(srcX, srcY, srcW, srcH,
-                          GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, tmp);
-
-         setup_drawpix_texture(ctx, depthTex, newTex, GL_DEPTH_COMPONENT, srcW, srcH,
-                               GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, tmp);
-
          _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP);
          _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
          _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);