update conditional for render to GL_DEPTH_STENCIL texture, check for valid teximage before calling ctx->Driver.RenderTexture()
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@@ -457,8 +457,8 @@ _mesa_test_framebuffer_completeness(GLcontext *ctx, struct gl_framebuffer *fb)
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h = texImg->Height;
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f = texImg->_BaseFormat;
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numImages++;
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if (f != GL_RGB && f != GL_RGBA && f != GL_DEPTH_COMPONENT) {
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/* XXX need GL_DEPTH_STENCIL_EXT test? */
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if (f != GL_RGB && f != GL_RGBA && f != GL_DEPTH_COMPONENT
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&& f != GL_DEPTH_STENCIL_EXT) {
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fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT;
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fbo_incomplete("texture attachment incomplete", -1);
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return;
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@@ -922,7 +922,8 @@ check_begin_texture_render(GLcontext *ctx, struct gl_framebuffer *fb)
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for (i = 0; i < BUFFER_COUNT; i++) {
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struct gl_renderbuffer_attachment *att = fb->Attachment + i;
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struct gl_texture_object *texObj = att->Texture;
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if (texObj) {
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if (texObj
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&& att->Texture->Image[att->CubeMapFace][att->TextureLevel]) {
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ctx->Driver.RenderTexture(ctx, fb, att);
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}
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}
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