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author | marha <marha@users.sourceforge.net> | 2012-05-09 15:52:33 +0200 |
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committer | marha <marha@users.sourceforge.net> | 2012-05-09 15:52:33 +0200 |
commit | 8a448108ec0bc3a0a488b2234e0d12aee503c67c (patch) | |
tree | 22e71069622608062b2f5eab3ef485438cd32122 /mesalib/src/mesa/main/fbobject.c | |
parent | 62068b3bc534d504e40df34847b4436f1a496f35 (diff) | |
download | vcxsrv-8a448108ec0bc3a0a488b2234e0d12aee503c67c.tar.gz vcxsrv-8a448108ec0bc3a0a488b2234e0d12aee503c67c.tar.bz2 vcxsrv-8a448108ec0bc3a0a488b2234e0d12aee503c67c.zip |
libX11 mesa xserver xkeyboard-config
Diffstat (limited to 'mesalib/src/mesa/main/fbobject.c')
-rw-r--r-- | mesalib/src/mesa/main/fbobject.c | 14 |
1 files changed, 11 insertions, 3 deletions
diff --git a/mesalib/src/mesa/main/fbobject.c b/mesalib/src/mesa/main/fbobject.c index 26ae1087c..f56369483 100644 --- a/mesalib/src/mesa/main/fbobject.c +++ b/mesalib/src/mesa/main/fbobject.c @@ -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 { |