[Mesa-dev] [PATCH 06/38] main: Removed tabs in framebuffer_texture.
Fredrik Höglund
fredrik at kde.org
Thu Apr 9 12:45:11 PDT 2015
Reviewed-by: Fredrik Höglund <fredrik at kde.org>
On Wednesday 04 March 2015, Laura Ekstrand wrote:
> ---
> src/mesa/main/fbobject.c | 49 ++++++++++++++++++++++++------------------------
> 1 file changed, 25 insertions(+), 24 deletions(-)
>
> diff --git a/src/mesa/main/fbobject.c b/src/mesa/main/fbobject.c
> index 3895328..5062033 100644
> --- a/src/mesa/main/fbobject.c
> +++ b/src/mesa/main/fbobject.c
> @@ -2565,34 +2565,35 @@ framebuffer_texture(struct gl_context *ctx, const char *caller, GLenum target,
> _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
> - * glGetFramebufferAttachmentParameteriv(GL_DEPTH_STENCIL).
> - */
> - reuse_framebuffer_texture_attachment(fb, BUFFER_DEPTH,
> - BUFFER_STENCIL);
> + /* 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
> + * glGetFramebufferAttachmentParameteriv(GL_DEPTH_STENCIL).
> + */
> + reuse_framebuffer_texture_attachment(fb, BUFFER_DEPTH,
> + BUFFER_STENCIL);
> } else if (attachment == GL_STENCIL_ATTACHMENT &&
> - texObj == fb->Attachment[BUFFER_DEPTH].Texture &&
> + 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);
> + /* As above, but with depth and stencil transposed. */
> + reuse_framebuffer_texture_attachment(fb, BUFFER_STENCIL,
> + BUFFER_DEPTH);
> } else {
> - set_texture_attachment(ctx, fb, att, texObj, textarget,
> - level, zoffset, layered);
> - if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) {
> - /* Above we created a new renderbuffer and attached it to the
> - * depth attachment point. Now attach it to the stencil attachment
> - * point too.
> - */
> - assert(att == &fb->Attachment[BUFFER_DEPTH]);
> - reuse_framebuffer_texture_attachment(fb,BUFFER_STENCIL,
> - BUFFER_DEPTH);
> - }
> + set_texture_attachment(ctx, fb, att, texObj, textarget,
> + level, zoffset, layered);
> +
> + if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) {
> + /* Above we created a new renderbuffer and attached it to the
> + * depth attachment point. Now attach it to the stencil attachment
> + * point too.
> + */
> + assert(att == &fb->Attachment[BUFFER_DEPTH]);
> + reuse_framebuffer_texture_attachment(fb,BUFFER_STENCIL,
> + BUFFER_DEPTH);
> + }
> }
>
> /* Set the render-to-texture flag. We'll check this flag in
> @@ -2608,8 +2609,8 @@ framebuffer_texture(struct gl_context *ctx, const char *caller, GLenum target,
> else {
> remove_attachment(ctx, att);
> if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) {
> - assert(att == &fb->Attachment[BUFFER_DEPTH]);
> - remove_attachment(ctx, &fb->Attachment[BUFFER_STENCIL]);
> + assert(att == &fb->Attachment[BUFFER_DEPTH]);
> + remove_attachment(ctx, &fb->Attachment[BUFFER_STENCIL]);
> }
> }
>
>
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