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authorBrian Paul <brianp@vmware.com>2009-01-29 09:20:18 -0700
committerBrian Paul <brianp@vmware.com>2009-01-29 09:20:18 -0700
commit2897cee99fb877e1f3cd9a881a61418c9c31867f (patch)
tree26630bff67e7bb69ded819a1ab09b6ebc4726f09 /src/mesa/main/fbobject.c
parent425c803c039735aaaeb70f1613268fd4909862dc (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/main/fbobject.c')
-rw-r--r--src/mesa/main/fbobject.c9
1 files changed, 9 insertions, 0 deletions
diff --git a/src/mesa/main/fbobject.c b/src/mesa/main/fbobject.c
index 1a191cd288..eec8f1564b 100644
--- a/src/mesa/main/fbobject.c
+++ b/src/mesa/main/fbobject.c
@@ -1469,6 +1469,15 @@ framebuffer_texture(GLcontext *ctx, const char *caller, GLenum target,
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);