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-rw-r--r--tests/fbo.cc18
1 files changed, 11 insertions, 7 deletions
diff --git a/tests/fbo.cc b/tests/fbo.cc
index 2f933d7..a6677c1 100644
--- a/tests/fbo.cc
+++ b/tests/fbo.cc
@@ -144,7 +144,11 @@ bool fbo_arb_init(fbo_t *fbo, size_t width, size_t height)
}
//glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
+ // to prevent Mesa's software renderer from crashing, do this in two stages.
+ // ie. instead of using GL_DEPTH_STENCIL_ATTACHMENT, do DEPTH then STENCIL.
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
+ GL_RENDERBUFFER, fbo->depthbuf_id);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, fbo->depthbuf_id);
if (report_glerror("specifying depth stencil render buffer")) return false;
@@ -183,7 +187,7 @@ bool fbo_resize(fbo_t *fbo, size_t width, size_t height)
{
if (use_ext()) {
glBindRenderbufferEXT(GL_RENDERBUFFER, fbo->depthbuf_id);
- if (0) { // glewIsSupported("GL_EXT_packed_depth_stencil")) {
+ if (glewIsSupported("GL_EXT_packed_depth_stencil")) {
glRenderbufferStorageEXT(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
if (report_glerror("creating EXT depth stencil render buffer")) return false;
}
@@ -196,14 +200,14 @@ bool fbo_resize(fbo_t *fbo, size_t width, size_t height)
glRenderbufferStorageEXT(GL_RENDERBUFFER, GL_RGBA8, width, height);
if (report_glerror("creating EXT color render buffer")) return false;
} else {
- glBindRenderbuffer(GL_RENDERBUFFER, fbo->depthbuf_id);
- //glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, width, height);
- if (report_glerror("creating depth stencil render buffer")) return false;
-
glBindRenderbuffer(GL_RENDERBUFFER, fbo->renderbuf_id);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, width, height);
if (report_glerror("creating color render buffer")) return false;
+
+ glBindRenderbuffer(GL_RENDERBUFFER, fbo->depthbuf_id);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
+ if (report_glerror("creating depth stencil render buffer")) return false;
+
}
return true;
contact: Jan Huwald // Impressum