[Mesa-dev] [PATCH 04/16] mesa: Depth ans stencil attachments must be the same in OpenGL ES3
Iago Toral
itoral at igalia.com
Fri Dec 12 03:10:36 PST 2014
On Thu, 2014-12-11 at 18:10 -0800, Ian Romanick wrote:
> 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.
Sure, I'll do this change.
Thanks for reviewing!
Iago
> > + }
> > +
> > /* Provisionally set status = COMPLETE ... */
> > fb->_Status = GL_FRAMEBUFFER_COMPLETE_EXT;
> >
> >
>
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