{
GLuint i;
ASSERT(ctx->Driver.RenderTexture);
+
+ if (fb->Name == 0)
+ return; /* can't render to texture with winsys framebuffers */
+
for (i = 0; i < BUFFER_COUNT; i++) {
struct gl_renderbuffer_attachment *att = fb->Attachment + i;
struct gl_texture_object *texObj = att->Texture;
static void
check_end_texture_render(GLcontext *ctx, struct gl_framebuffer *fb)
{
+ if (fb->Name == 0)
+ return; /* can't render to texture with winsys framebuffers */
+
if (ctx->Driver.FinishRenderTexture) {
GLuint i;
for (i = 0; i < BUFFER_COUNT; i++) {
ASSERT(newDrawFb);
ASSERT(newDrawFb != &DummyFramebuffer);
+ /* save pointers to current/old framebuffers */
oldDrawFb = ctx->DrawBuffer;
oldReadFb = ctx->ReadBuffer;
+ /* check if really changing bindings */
+ if (oldDrawFb == newDrawFb)
+ bindDrawBuf = GL_FALSE;
+ if (oldReadFb == newReadFb)
+ bindReadBuf = GL_FALSE;
+
/*
* OK, now bind the new Draw/Read framebuffers, if they're changing.
+ *
+ * We also check if we're beginning and/or ending render-to-texture.
+ * When a framebuffer with texture attachments is unbound, call
+ * ctx->Driver.FinishRenderTexture().
+ * When a framebuffer with texture attachments is bound, call
+ * ctx->Driver.RenderTexture().
+ *
+ * Note that if the ReadBuffer has texture attachments we don't consider
+ * that a render-to-texture case.
*/
if (bindReadBuf) {
- if (oldReadFb == newReadFb) {
- bindReadBuf = GL_FALSE; /* no change */
- }
- else {
- FLUSH_VERTICES(ctx, _NEW_BUFFERS);
+ FLUSH_VERTICES(ctx, _NEW_BUFFERS);
- _mesa_reference_framebuffer(&ctx->ReadBuffer, newReadFb);
- }
+ /* check if old readbuffer was render-to-texture */
+ check_end_texture_render(ctx, oldReadFb);
+
+ _mesa_reference_framebuffer(&ctx->ReadBuffer, newReadFb);
}
if (bindDrawBuf) {
- if (oldDrawFb == newDrawFb) {
- bindDrawBuf = GL_FALSE; /* no change */
- }
- else {
- FLUSH_VERTICES(ctx, _NEW_BUFFERS);
+ FLUSH_VERTICES(ctx, _NEW_BUFFERS);
- if (oldDrawFb->Name != 0) {
- check_end_texture_render(ctx, oldDrawFb);
- }
+ /* check if old read/draw buffers were render-to-texture */
+ if (!bindReadBuf)
+ check_end_texture_render(ctx, oldReadFb);
- if (newDrawFb->Name != 0) {
- /* check if newly bound framebuffer has any texture attachments */
- check_begin_texture_render(ctx, newDrawFb);
- }
+ if (oldDrawFb != oldReadFb)
+ check_end_texture_render(ctx, oldDrawFb);
- _mesa_reference_framebuffer(&ctx->DrawBuffer, newDrawFb);
- }
+ /* check if newly bound framebuffer has any texture attachments */
+ check_begin_texture_render(ctx, newDrawFb);
+
+ _mesa_reference_framebuffer(&ctx->DrawBuffer, newDrawFb);
}
if ((bindDrawBuf || bindReadBuf) && ctx->Driver.BindFramebuffer) {