mesa/es3: Allow unsized depth and depth-stencil formats in ES3
They're part of GL_OES_depth_texture_cube_map, and we'll always enable that extension in ES3 contexts. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Matt Turner <mattst88@gmail.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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@@ -2069,12 +2069,14 @@ _mesa_es3_error_check_format_and_type(GLenum format, GLenum type,
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case GL_DEPTH_COMPONENT:
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switch (type) {
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case GL_UNSIGNED_SHORT:
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if (internalFormat != GL_DEPTH_COMPONENT16)
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if (internalFormat != GL_DEPTH_COMPONENT
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&& internalFormat != GL_DEPTH_COMPONENT16)
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return GL_INVALID_OPERATION;
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break;
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case GL_UNSIGNED_INT:
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switch (internalFormat) {
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case GL_DEPTH_COMPONENT:
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case GL_DEPTH_COMPONENT16:
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case GL_DEPTH_COMPONENT24:
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break;
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@@ -2096,7 +2098,8 @@ _mesa_es3_error_check_format_and_type(GLenum format, GLenum type,
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case GL_DEPTH_STENCIL:
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switch (type) {
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case GL_UNSIGNED_INT_24_8:
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if (internalFormat != GL_DEPTH24_STENCIL8)
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if (internalFormat != GL_DEPTH_STENCIL
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&& internalFormat != GL_DEPTH24_STENCIL8)
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return GL_INVALID_OPERATION;
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break;
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