main: check texture target when validating layered framebuffers.
From section 4.4.4 (Framebuffer Completeness) of the GL 3.2 spec:
If any framebuffer attachment is layered, all populated
attachments must be layered. Additionally, all populated color
attachments must be from textures of the same target.
We weren't checking that the attachments were from textures of the
same target.
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
This commit is contained in:
@@ -877,8 +877,9 @@ _mesa_test_framebuffer_completeness(struct gl_context *ctx,
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GLint fixedSampleLocations = -1;
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GLint i;
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GLuint j;
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bool layer_count_valid = false;
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bool layer_info_valid = false; /* Covers layer_count and layer_tex_target */
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GLuint layer_count = 0, att_layer_count;
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GLenum layer_tex_target = 0;
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assert(_mesa_is_user_fbo(fb));
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@@ -1062,9 +1063,14 @@ _mesa_test_framebuffer_completeness(struct gl_context *ctx,
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} else {
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att_layer_count = 0;
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}
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if (!layer_count_valid) {
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if (!layer_info_valid) {
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layer_count = att_layer_count;
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layer_count_valid = true;
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layer_tex_target = att_tex_target;
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layer_info_valid = true;
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} else if (layer_count > 0 && layer_tex_target != att_tex_target) {
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fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS;
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fbo_incomplete(ctx, "layered framebuffer has mismatched targets", i);
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return;
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} else if (layer_count != att_layer_count) {
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if (layer_count == 0 || att_layer_count == 0) {
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fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS;
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