[Mesa-dev] [PATCH 04/16] mesa: Depth ans stencil attachments must be the same in OpenGL ES3

Ian Romanick idr at freedesktop.org
Thu Dec 11 18:10:00 PST 2014


On 12/11/2014 02:34 PM, Eduardo Lima Mitev wrote:
> From: Iago Toral Quiroga <itoral at igalia.com>
> 
> From the OpenGL ES3 spec:
> 
> "9.4. FRAMEBUFFER COMPLETENESS
>  ...
>  Depth and stencil attachments, if present, are the same image.
>  ...
> "
> 
> Notice that this restriction is not included in the OpenGL ES2 spec.
> 
> Fixes 18 dEQP tests in:
> dEQP-GLES3.functional.fbo.completeness.attachment_combinations.*
> ---
>  src/mesa/main/fbobject.c | 35 +++++++++++++++++++++++++++++++++++
>  1 file changed, 35 insertions(+)
> 
> diff --git a/src/mesa/main/fbobject.c b/src/mesa/main/fbobject.c
> index 4c3c157..db2f43e 100644
> --- a/src/mesa/main/fbobject.c
> +++ b/src/mesa/main/fbobject.c
> @@ -886,6 +886,8 @@ _mesa_test_framebuffer_completeness(struct gl_context *ctx,
>     GLuint max_layer_count = 0, att_layer_count;
>     bool is_layered = false;
>     GLenum layer_tex_target = 0;
> +   bool has_depth_attachment = false;
> +   bool has_stencil_attachment = false;
>  
>     assert(_mesa_is_user_fbo(fb));
>  
> @@ -923,6 +925,8 @@ _mesa_test_framebuffer_completeness(struct gl_context *ctx,
>              fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT;
>              fbo_incomplete(ctx, "depth attachment incomplete", -1);
>              return;
> +         } else if (att->Type != GL_NONE) {
> +            has_depth_attachment = true;
>           }
>        }
>        else if (i == -1) {
> @@ -932,6 +936,8 @@ _mesa_test_framebuffer_completeness(struct gl_context *ctx,
>              fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT;
>              fbo_incomplete(ctx, "stencil attachment incomplete", -1);
>              return;
> +         } else if (att->Type != GL_NONE) {
> +            has_stencil_attachment = true;
>           }
>        }
>        else {
> @@ -1128,6 +1134,35 @@ _mesa_test_framebuffer_completeness(struct gl_context *ctx,
>        }
>     }
>  
> +   /* The OpenGL ES3 spec, in chapter 9.4. FRAMEBUFFER COMPLETENESS, says:
> +    *
> +    *    "Depth and stencil attachments, if present, are the same image."
> +    *
> +    * This restriction is not present in the OpenGL ES2 spec.
> +    */
> +   if (_mesa_is_gles3(ctx) &&
> +       has_stencil_attachment && has_depth_attachment) {
> +      struct gl_renderbuffer_attachment *att_depth, *att_stencil;
> +      att_depth = &fb->Attachment[BUFFER_DEPTH];
> +      att_stencil = &fb->Attachment[BUFFER_STENCIL];
> +      if (att_depth->Type != att_stencil->Type) {
> +         fb->_Status = GL_FRAMEBUFFER_UNSUPPORTED;
> +         fbo_incomplete(ctx, "Depth and stencil attachments must be the same image", -1);
> +         return;
> +      }
> +      if (att_depth->Type == GL_TEXTURE &&
> +          att_depth->Texture != att_stencil->Texture) {
> +         fb->_Status = GL_FRAMEBUFFER_UNSUPPORTED;
> +         fbo_incomplete(ctx, "Depth and stencil attachments must be the same image", -1);
> +         return;
> +      } else if (att_depth->Type == GL_RENDERBUFFER &&
> +                 att_depth->Renderbuffer != att_stencil->Renderbuffer) {
> +         fb->_Status = GL_FRAMEBUFFER_UNSUPPORTED;
> +         fbo_incomplete(ctx, "Depth and stencil attachments must be the same image", -1);
> +         return;
> +      }

I think this would be better as a single if-statement, and you can use
_mesa_has_depthstencil_combined.

> +   }
> +
>     /* Provisionally set status = COMPLETE ... */
>     fb->_Status = GL_FRAMEBUFFER_COMPLETE_EXT;
>  
> 



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