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author | Brian Paul <brianp@vmware.com> | 2009-01-29 09:20:18 -0700 |
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committer | Brian Paul <brianp@vmware.com> | 2009-01-29 09:20:18 -0700 |
commit | 2897cee99fb877e1f3cd9a881a61418c9c31867f (patch) | |
tree | 26630bff67e7bb69ded819a1ab09b6ebc4726f09 /src/mesa/drivers/dri/intel/intel_fbo.h | |
parent | 425c803c039735aaaeb70f1613268fd4909862dc (diff) |
mesa: fix a render to texture FBO validation bug
When glTexImage() is called we need to re-validate any FBOs that point to
the texture (i.e. render-to-texture) since changing the texture's size/format
will effect FBO completeness.
We don't keep a list of all FBOs rendering into each texture (which would be
a bit messy) so we check all FBOs in existance. To optimize this, the
gl_texture_object->_RenderToTexture flag is used to avoid checking textures
that have never been used as renderbuffers. So, we only walk over all FBOs
(there's usually only a few) when glTexImage() modifies a RTT texture.
Fixes a bug seen in shadowtex.c when toggling packed depth/stencil mode.
Diffstat (limited to 'src/mesa/drivers/dri/intel/intel_fbo.h')
0 files changed, 0 insertions, 0 deletions