[Mesa-dev] [PATCH 2/2] fbo: Only reuse depth/stencil attachments if the parameters match.
Paul Berry
stereotype441 at gmail.com
Tue Apr 24 12:23:31 PDT 2012
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".
---
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 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 {
--
1.7.7.6
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