On 16 May 2015 at 15:29, Stefan Dösinger <stefan(a)codeweavers.com> wrote:
> +static void delete_fbo_attachment(const struct wined3d_gl_info *gl_info,
> + enum wined3d_gl_resource_type d3d_type)
> +{
> + switch (d3d_type)
> + {
> + case WINED3D_GL_RES_TYPE_TEX_1D:
> + gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_1D, 0, 0);
> + break;
> +
> + case WINED3D_GL_RES_TYPE_TEX_2D:
> + case WINED3D_GL_RES_TYPE_TEX_RECT:
> + gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
> + wined3d_gl_type_to_enum(d3d_type), 0, 0);
> + break;
> +
> + case WINED3D_GL_RES_TYPE_TEX_3D:
> + gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_3D, 0, 0, 0);
> + break;
> +
> + case WINED3D_GL_RES_TYPE_TEX_CUBE:
> + gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
> + GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, 0);
> + break;
> +
> + case WINED3D_GL_RES_TYPE_BUFFER:
> + case WINED3D_GL_RES_TYPE_COUNT:
> + break;
> + }
> +}
> +
This is kind of pointless. Any of the FramebufferTexture*() calls with
a 0 texture will detach the current attachment. You shouldn't need to
detach the current attachment before attaching a new one either, but I
suppose the existing code already does that.