From b9819a027d08b38abb380526bed9f2908ffeb507 Mon Sep 17 00:00:00 2001 From: Paul Berry Date: Fri, 13 Apr 2012 21:50:08 -0700 Subject: [PATCH] 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 --- src/mesa/main/fbobject.c | 14 +++++++++++--- 1 file changed, 11 insertions(+), 3 deletions(-) diff --git a/src/mesa/main/fbobject.c b/src/mesa/main/fbobject.c index 26ae108..f563694 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 { -- 2.7.4