}
+/**
+ * Mark the given framebuffer as invalid. This will force the
+ * test for framebuffer completeness to be done before the framebuffer
+ * is used.
+ */
+static void
+invalidate_framebuffer(struct gl_framebuffer *fb)
+{
+ fb->_Status = 0; /* "indeterminate" */
+}
+
+
/**
* Given a GL_*_ATTACHMENTn token, return a pointer to the corresponding
* gl_renderbuffer_attachment object.
if (att->Type == GL_TEXTURE) {
ASSERT(att->Texture);
if (ctx->Driver.FinishRenderTexture) {
- /* tell driver we're done rendering to this texobj */
+ /* tell driver that we're done rendering to this texture. */
ctx->Driver.FinishRenderTexture(ctx, att);
}
_mesa_reference_texobj(&att->Texture, NULL); /* unbind */
if (att->Texture->Image[att->CubeMapFace][att->TextureLevel]) {
ctx->Driver.RenderTexture(ctx, fb, att);
}
+
+ invalidate_framebuffer(fb);
}
_mesa_remove_attachment(ctx, att);
}
+ invalidate_framebuffer(fb);
+
_glthread_UNLOCK_MUTEX(fb->Mutex);
}
continue;
}
+ if (numSamples < 0) {
+ /* first buffer */
+ numSamples = att->Renderbuffer->NumSamples;
+ }
+
/* Error-check width, height, format, samples
*/
if (numImages == 1) {
/* save format, num samples */
if (i >= 0) {
intFormat = f;
- numSamples = att->Renderbuffer->NumSamples;
}
}
else {
}
if (att->Renderbuffer &&
att->Renderbuffer->NumSamples != numSamples) {
+ fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE;
fbo_incomplete("inconsistant number of samples", i);
return;
}
*/
fb->Width = minWidth;
fb->Height = minHeight;
+
+ /* finally, update the visual info for the framebuffer */
+ _mesa_update_framebuffer_visual(fb);
}
}
_mesa_remove_attachment(ctx, &fb->Attachment[i]);
}
}
+ invalidate_framebuffer(fb);
}
/* But the object will not be freed until it's no longer
* bound in any context.
*/
- _mesa_unreference_framebuffer(&fb);
+ _mesa_reference_framebuffer(&fb, NULL);
}
}
}
FLUSH_VERTICES(ctx, _NEW_BUFFERS);
- _mesa_test_framebuffer_completeness(ctx, buffer);
+ if (buffer->_Status != GL_FRAMEBUFFER_COMPLETE) {
+ _mesa_test_framebuffer_completeness(ctx, buffer);
+ }
+
return buffer->_Status;
}
struct gl_renderbuffer_attachment *att;
struct gl_texture_object *texObj = NULL;
struct gl_framebuffer *fb;
+ GLboolean error = GL_FALSE;
ASSERT_OUTSIDE_BEGIN_END(ctx);
- if (target != GL_FRAMEBUFFER_EXT) {
+ switch (target) {
+ case GL_READ_FRAMEBUFFER_EXT:
+ error = !ctx->Extensions.EXT_framebuffer_blit;
+ fb = ctx->ReadBuffer;
+ break;
+ case GL_DRAW_FRAMEBUFFER_EXT:
+ error = !ctx->Extensions.EXT_framebuffer_blit;
+ /* fall-through */
+ case GL_FRAMEBUFFER_EXT:
+ fb = ctx->DrawBuffer;
+ break;
+ default:
+ error = GL_TRUE;
+ }
+
+ if (error) {
_mesa_error(ctx, GL_INVALID_ENUM,
- "glFramebufferTexture%sEXT(target)", caller);
+ "glFramebufferTexture%sEXT(target=0x%x)", caller, target);
return;
}
- fb = ctx->DrawBuffer;
ASSERT(fb);
/* check framebuffer binding */
if (texObj) {
_mesa_set_texture_attachment(ctx, fb, att, texObj, textarget,
level, zoffset);
+ /* 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.
+ * This flag never gets cleared since it's non-trivial to determine
+ * when all FBOs might be done rendering to this texture. That's OK
+ * though since it's uncommon to render to a texture then repeatedly
+ * call glTexImage() to change images in the texture.
+ */
+ texObj->_RenderToTexture = GL_TRUE;
}
else {
_mesa_remove_attachment(ctx, att);
}
+
+ invalidate_framebuffer(fb);
+
_glthread_UNLOCK_MUTEX(fb->Mutex);
}
(textarget != GL_TEXTURE_RECTANGLE_ARB) &&
(!IS_CUBE_FACE(textarget))) {
_mesa_error(ctx, GL_INVALID_OPERATION,
- "glFramebufferTexture2DEXT(textarget)");
+ "glFramebufferTexture2DEXT(textarget=0x%x)", textarget);
return;
}