We aren't yet tracking FBOs as their own resource, but we do need to
notice when any texture is referenced by an FBO so that we don't omit
it while trimming. So, notice any textrure referenced by
glFramebufferTexture2D and make the render state depend on this
texture.
return;
}
+ /* FIXME: When we start tracking framebuffer objects as their own
+ * resources, we will want to link the FBO to the given texture
+ * resource, (and to this call). For now, just link render state
+ * to the texture, and force this call to be required. */
+ if (strcmp(name, "glFramebufferTexture2D") == 0) {
+ GLuint texture;
+
+ texture = call->arg(3).toUInt();
+
+ linkf("render-state", "texture-", texture);
+
+ required.insert(call->no);
+ }
+
if (strcmp(name, "glBindTexture") == 0) {
GLenum target;
GLuint texture;