[Piglit] [PATCH 2/2] arb_stencil_texturing: Verify that glBlitFramebuffer does not corrupt state
idr at freedesktop.org
Wed Jan 13 11:08:46 PST 2016
On 01/13/2016 09:02 AM, Ilia Mirkin wrote:
> On Wed, Jan 13, 2016 at 4:08 AM, Ian Romanick <idr at freedesktop.org> wrote:
>> From: Ian Romanick <ian.d.romanick at intel.com>
>> I recently found (by inspection) that
>> glBlitFramebuffer(GL_STENCIL_BUFFER_BIT) from a GL_READ_FRAMEBUFFER with
>> a GL_TEXTURE_RECTANGLE target stencil texture would corrupt the
>> I was not able to fully test the GL_TEXTURE_3D mode. If I set
>> MESA_EXTENSION_OVERRIDE=+GL_ARB_texture_stencil8 to test 3D textures,
>> the test fails due to a GL error in glTexImage3D:
>> Mesa: User error: GL_INVALID_OPERATION in glTexImage3D(bad target for depth texture)
> I don't think 3D textures are ever legal for depth (and thus,
> presumably, stencil)... are they?
You are correct. I saw in the "New Tokens" section of
GL_ARB_texture_stencil8 that GL_STENCIL_INDEX8 is accepted by
glTexImage3D, but I didn't check the set of targets. glTexImage3D
accepts it only for cube maps and the various array texture targets.
I'll pull GL_TEXTURE_3D support out of the patch. That will simplify
things a bit.
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