mesa/fbobject: Update CubeMapFace when reusing textures
authorNanley Chery <nanley.g.chery@intel.com>
Wed, 16 Nov 2016 00:42:23 +0000 (16:42 -0800)
committerNanley Chery <nanley.g.chery@intel.com>
Fri, 18 Nov 2016 19:58:19 +0000 (11:58 -0800)
Framebuffer attachments can be specified through FramebufferTexture*
calls. Upon specifying a depth (or stencil) framebuffer attachment that
internally reuses a texture, the cube map face of the new attachment
would not be updated (defaulting to TEXTURE_CUBE_MAP_POSITIVE_X).
Fix this issue by actually updating the CubeMapFace field.

This bug manifested itself in BindFramebuffer calls performed on
framebuffers whose stencil attachments internally reused a depth
texture.  When binding a framebuffer, we walk through the framebuffer's
attachments and update each one's corresponding gl_renderbuffer. Since
the framebuffer's depth and stencil attachments may share a
gl_renderbuffer and the walk visits the stencil attachment after
the depth attachment, the uninitialized CubeMapFace forced rendering
to TEXTURE_CUBE_MAP_POSITIVE_X.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=77662
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
src/mesa/main/fbobject.c

index 9204606c6700fc22574c01098565570b69d49275..64c4ab592aa3d603e6904204f3324cd5253c0b5d 100644 (file)
@@ -2850,6 +2850,7 @@ reuse_framebuffer_texture_attachment(struct gl_framebuffer *fb,
    dst_att->Type = src_att->Type;
    dst_att->Complete = src_att->Complete;
    dst_att->TextureLevel = src_att->TextureLevel;
+   dst_att->CubeMapFace = src_att->CubeMapFace;
    dst_att->Zoffset = src_att->Zoffset;
    dst_att->Layered = src_att->Layered;
 }