Both st/mesa and the NVIDIA fail framebuffer completeness on this command sequence:
270 glRenderbufferStorageMultisample(target = GL_RENDERBUFFER, samples = 0, internalformat = GL_RGBA, width = 256, height = 256) 272 glFramebufferRenderbuffer(target = GL_DRAW_FRAMEBUFFER, attachment = GL_COLOR_ATTACHMENT0, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 1) 273 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 10) 274 glRenderbufferStorageMultisample(target = GL_RENDERBUFFER, samples = 0, internalformat = GL_STENCIL_INDEX8, width = 256, height = 256) 275 glFramebufferRenderbuffer(target = GL_DRAW_FRAMEBUFFER, attachment = GL_STENCIL_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 10) 276 glBindRenderbuffer(target = GL_RENDERBUFFER, renderbuffer = 9) 277 glRenderbufferStorageMultisample(target = GL_RENDERBUFFER, samples = 0, internalformat = GL_DEPTH_COMPONENT24, width = 256, height = 256) 278 glFramebufferRenderbuffer(target = GL_DRAW_FRAMEBUFFER, attachment = GL_DEPTH_ATTACHMENT, renderbuffertarget = GL_RENDERBUFFER, renderbuffer = 9) 279 glCheckFramebufferStatus(target = GL_DRAW_FRAMEBUFFER) = GL_FRAMEBUFFER_UNSUPPORTED This is because (in the case of st/mesa), the depth and stencil backing textures are different, which is not something that the gallium API allows (nor does NVIDIA hardware handle). For textures this is handled by merging attachment points when the textures are identical, but this is harder to do with renderbuffers since they're allocated implicitly, and can be attached/detached individually. I'm not sure that there's a clean way to fix this. I think that the piglit should be fixed instead to not do this. However I know these sorts of suggestions are often frowned upon, so I'm asking here. -ilia _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev