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 <chad.versace@linux.intel.com>
This commit is contained in:
Paul Berry 2012-04-13 21:50:08 -07:00
parent 3ec0e55b63
commit b9819a027d
1 changed files with 11 additions and 3 deletions

View File

@ -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 {