Chia-I Wu wrote:
> On Fri, Jan 15, 2010 at 08:44:27AM -0700, Brian Paul wrote:
>> Chia-I Wu wrote:
>>> 2010/1/15 Michel Dänzer <mic...@daenzer.net>:
>>> Another question I have is, if depth/stencil should be shareable, how
>>> about other buffers like multisample buffer?  (This is a real question that 
>>> has
>>> bothered me for a while.  I am eager for an answer here.)
>> Yes, I believe the GLX spec indicates that all ancillary buffers
>> associated with a window are to be sharable.
> Thanks.  This helps a lot.
> 
> This is a corner issue, but suppose two contexts are bound to the same
> drawable.  One of them wants a depth buffer while the other doesn't (or
> wants a different depth size).  There might be a race because one would
> destroy the depth buffer of the other.  But this should probably be
> solved by making either of the context incompatible with the drawable.

The GLX spec says something about framebuffer and context 
compatibility in terms of RGB vs. CI and some other things.  Both GLX 
contexts and GLX drawables are generally created with the same GLX 
visual (or FB config).  But if a context created w/out Z were 
successfully bound a window without a Z buffer, the Z buffer would not 
be magically destroyed.

Note that the issues of framebuffer/context compatibility is probably 
much more lax nowadays since we have things like framebuffer objects 
that may have any kind of combination of ancillary buffers.

When we work on code in this area we should also consider the case of 
using a rendering context that's bound to no window at all.  That 
could be useful for FBO rendering or just compiling shaders, etc. 
Mesa would probably fail if this were attempted today, but that should 
get fixed.

-Brian


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