Summary: | Wine offscreen rendering causes GL_INVALID_FRAMEBUFFER_OPERATION_EXT | ||
---|---|---|---|
Product: | Mesa | Reporter: | Sven Arvidsson <sa> |
Component: | Mesa core | Assignee: | mesa-dev |
Status: | RESOLVED FIXED | QA Contact: | |
Severity: | normal | ||
Priority: | medium | ||
Version: | git | ||
Hardware: | Other | ||
OS: | All | ||
Whiteboard: | |||
i915 platform: | i915 features: |
Description
Sven Arvidsson
2009-09-14 13:46:46 UTC
I don't have time to investigate, but does Wine have a search method for finding supported framebuffer configurations? If you read the spec, the driver is free to mark the FBO as GL_FRAMEBUFFER_UNSUPPORTED_EXT for nearly any reason (ex: trying to render to a RGB232 color buffer, or not using a combined Z/stencil buffer). So the app (Wine) should retry different configurations until it finds one that works. I don't know if Wine does that. (In reply to comment #1) > I don't have time to investigate, but does Wine have a search method for > finding supported framebuffer configurations? If you read the spec, the driver > is free to mark the FBO as GL_FRAMEBUFFER_UNSUPPORTED_EXT for nearly any reason > (ex: trying to render to a RGB232 color buffer, or not using a combined > Z/stencil buffer). So the app (Wine) should retry different configurations > until it finds one that works. I don't know if Wine does that. > We check which formats can be attached as color attachment and have fallback formats for a few. It doesn't check things like depth/stencil combinations. The requested combination (GL_RGBA8/GL_DEPTH24_STENCIL8_EXT) doesn't strike me as something that's likely to be unsupported though. Is there a Wine bug filed for this? From the posted output it isn't clear to me that this is necessarily a Mesa bug. I haven't filed any bugs against Wine for this no. The game I tried for this is the Halo demo, which according to the AppDB entry is very well supported: http://appdb.winehq.org/objectManager.php?sClass=version&iId=6978 This is working a lot better now, both games in Wine in general, and the specific title I used for testing this (the Halo demo). Both the rendering errors and the warning message is gone. |
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