return buffer->_Status;
}
-
+/**
+ * Replicate the src attachment point. Used by framebuffer_texture() when
+ * the same texture is attached at GL_DEPTH_ATTACHMENT and
+ * GL_STENCIL_ATTACHMENT.
+ */
+static void
+reuse_framebuffer_texture_attachment(struct gl_framebuffer *fb,
+ gl_buffer_index dst,
+ gl_buffer_index src)
+{
+ struct gl_renderbuffer_attachment *dst_att = &fb->Attachment[dst];
+ struct gl_renderbuffer_attachment *src_att = &fb->Attachment[src];
+
+ assert(src_att->Texture != NULL);
+ assert (src_att->Renderbuffer != NULL);
+
+ _mesa_reference_texobj(&dst_att->Texture, src_att->Texture);
+ _mesa_reference_renderbuffer(&dst_att->Renderbuffer, src_att->Renderbuffer);
+ dst_att->Type = src_att->Type;
+ dst_att->Complete = src_att->Complete;
+ dst_att->TextureLevel = src_att->TextureLevel;
+ dst_att->Zoffset = src_att->Zoffset;
+}
/**
* Common code called by glFramebufferTexture1D/2D/3DEXT().
_glthread_LOCK_MUTEX(fb->Mutex);
if (texObj) {
- _mesa_set_texture_attachment(ctx, fb, att, texObj, textarget,
- level, zoffset);
+ if (attachment == GL_DEPTH_ATTACHMENT &&
+ texObj == fb->Attachment[BUFFER_STENCIL].Texture) {
+ /* 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
+ * glGetFramebufferAttachmentParameteriv(GL_DEPTH_STENCIL).
+ */
+ 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 juxtasposed. */
+ reuse_framebuffer_texture_attachment(fb, BUFFER_STENCIL,
+ BUFFER_DEPTH);
+ } else {
+ _mesa_set_texture_attachment(ctx, fb, att, texObj, textarget,
+ level, zoffset);
+ if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) {
+ /* Above we created a new renderbuffer and attached it to the
+ * depth attachment point. Now attach it to the stencil attachment
+ * point too.
+ */
+ assert(att == &fb->Attachment[BUFFER_DEPTH]);
+ reuse_framebuffer_texture_attachment(fb,BUFFER_STENCIL,
+ BUFFER_DEPTH);
+ }
+ }
+
/* Set the render-to-texture flag. We'll check this flag in
* glTexImage() and friends to determine if we need to revalidate
* any FBOs that might be rendering into this texture.
}
else {
_mesa_remove_attachment(ctx, att);
+ if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) {
+ assert(att == &fb->Attachment[BUFFER_DEPTH]);
+ _mesa_remove_attachment(ctx, &fb->Attachment[BUFFER_STENCIL]);
+ }
}
invalidate_framebuffer(fb);