There are two conditions that a validation is required. One is when the
the framebuffer becomes invalid. The other is when we request for
textures that we did not request before.
st_visual_have_buffers(stfb->iface->visual, 1 << statt))
stfb->statts[stfb->num_statts++] = statt;
}
+
+ p_atomic_set(&stfb->revalidate, TRUE);
}
/**
st_framebuffer_update_attachments(stfb);
- p_atomic_set(&stfb->revalidate, TRUE);
stfb->Base.Initialized = GL_TRUE;
return stfb;