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Christoph Bumiller wrote:
> I just noticed that alienarena fails to create an FBO for depth rendering
> because on st_validate_framebuffer, the depth attachment contains a pt
> in the stObj with format XR8G8B8_UNORM, which nv50 (contrary to sp)
> reports as not supported in screen->is_format_supported if usage is ZS.
> 
> This happens because the app seems to use a texture ID that has
> already been used with mipmaps, and so st_TexImage doesn't create
> a new pipe texture with the different format, because teximage_realloc
> is false (NULL passed to glTexImage2D).
> 
> I'm not sure if that is to be regarded as an application bug or if we should
> dump the other mipmap levels an reallocate nonetheless, so I'm asking here
> (I guess the nvidia blob seems to permit this behaviour, I already had
> another issue with this game where it was too forgiving).

Just to be clear:

It never calls glDeleteTextures?

It calls glTexImage2D with pixels=NULL.

Does it do this for every level or just for the base level?

Is a mipmap filter in use?

Is the LOD clamped?

Based on what you've written, I believe that the app is doing something
dumb that is technically legal.  If the selected mipmap range (which is
just the base level when a non-mipmap filter is used) is complete, then
it should work.

A piglit test that passes on a binary blob but fails on Mesa would be
welcomed. :)
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