fbo: Only reuse depth/stencil attachments if the parameters match.
authorPaul Berry <stereotype441@gmail.com>
Sat, 14 Apr 2012 04:50:08 +0000 (21:50 -0700)
committerPaul Berry <stereotype441@gmail.com>
Mon, 7 May 2012 17:48:53 +0000 (10:48 -0700)
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>
src/mesa/main/fbobject.c

index 26ae1087c6e542a811b3b4a61d0bb7b661253cc5..f56369483973c2e70eca6fe557c3680f6dd94453 100644 (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 {