ASSERT(newFb != &DummyFramebuffer);
/*
- * XXX check if re-binding same buffer and skip some of this code.
+ * OK, now bind the new Draw/Read framebuffers, if they're changing.
*/
if (bindReadBuf) {
- _mesa_reference_framebuffer(&ctx->ReadBuffer, newFbread);
+ if (ctx->ReadBuffer == newFbread)
+ bindReadBuf = GL_FALSE; /* no change */
+ else
+ _mesa_reference_framebuffer(&ctx->ReadBuffer, newFbread);
}
if (bindDrawBuf) {
/* check if old FB had any texture attachments */
- check_end_texture_render(ctx, ctx->DrawBuffer);
+ if (ctx->DrawBuffer->Name != 0) {
+ check_end_texture_render(ctx, ctx->DrawBuffer);
+ }
- /* check if time to delete this framebuffer */
- _mesa_reference_framebuffer(&ctx->DrawBuffer, newFb);
+ if (ctx->DrawBuffer == newFb)
+ bindDrawBuf = GL_FALSE; /* no change */
+ else
+ _mesa_reference_framebuffer(&ctx->DrawBuffer, newFb);
if (newFb->Name != 0) {
/* check if newly bound framebuffer has any texture attachments */
}
}
- if (ctx->Driver.BindFramebuffer) {
+ if ((bindDrawBuf || bindReadBuf) && ctx->Driver.BindFramebuffer) {
ctx->Driver.BindFramebuffer(ctx, target, newFb, newFbread);
}
}