mesa: Add skeleton implementations of glInvalidate{Sub,}Framebuffer

These are part of GL_ARB_invalidate_subdata and OpenGL ES 3.0.

v2: Reject aux buffers in core context, and use _mesa_is_desktop_gl and
_mesa_is_gles3.  Both suggested by Ken.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Ian Romanick
2012-08-13 09:27:00 -07:00
parent 12249b9c96
commit 342be8aa88
3 changed files with 154 additions and 0 deletions

View File

@@ -3006,3 +3006,144 @@ _mesa_FramebufferTextureFaceARB(GLenum target, GLenum attachment,
"not implemented!");
}
#endif /* FEATURE_ARB_geometry_shader4 */
static void
invalidate_framebuffer_storage(GLenum target, GLsizei numAttachments,
const GLenum *attachments, GLint x, GLint y,
GLsizei width, GLsizei height, const char *name)
{
int i;
struct gl_framebuffer *fb;
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END(ctx);
fb = get_framebuffer_target(ctx, target);
if (!fb) {
_mesa_error(ctx, GL_INVALID_ENUM, "%s(target)", name);
return;
}
if (numAttachments < 0) {
_mesa_error(ctx, GL_INVALID_VALUE,
"%s(numAttachments < 0)", name);
return;
}
/* The GL_ARB_invalidate_subdata spec says:
*
* "If an attachment is specified that does not exist in the
* framebuffer bound to <target>, it is ignored."
*
* It also says:
*
* "If <attachments> contains COLOR_ATTACHMENTm and m is greater than
* or equal to the value of MAX_COLOR_ATTACHMENTS, then the error
* INVALID_OPERATION is generated."
*
* No mention is made of GL_AUXi being out of range. Therefore, we allow
* any enum that can be allowed by the API (OpenGL ES 3.0 has a different
* set of retrictions).
*/
for (i = 0; i < numAttachments; i++) {
if (_mesa_is_winsys_fbo(fb)) {
switch (attachments[i]) {
case GL_ACCUM:
case GL_AUX0:
case GL_AUX1:
case GL_AUX2:
case GL_AUX3:
/* Accumulation buffers and auxilary buffers were removed in
* OpenGL 3.1, and they never existed in OpenGL ES.
*/
if (ctx->API != API_OPENGL)
goto invalid_enum;
break;
case GL_COLOR:
case GL_DEPTH:
case GL_STENCIL:
break;
case GL_BACK_LEFT:
case GL_BACK_RIGHT:
case GL_FRONT_LEFT:
case GL_FRONT_RIGHT:
if (!_mesa_is_desktop_gl(ctx))
goto invalid_enum;
break;
default:
goto invalid_enum;
}
} else {
switch (attachments[i]) {
case GL_DEPTH_ATTACHMENT:
case GL_STENCIL_ATTACHMENT:
break;
case GL_COLOR_ATTACHMENT0:
case GL_COLOR_ATTACHMENT1:
case GL_COLOR_ATTACHMENT2:
case GL_COLOR_ATTACHMENT3:
case GL_COLOR_ATTACHMENT4:
case GL_COLOR_ATTACHMENT5:
case GL_COLOR_ATTACHMENT6:
case GL_COLOR_ATTACHMENT7:
case GL_COLOR_ATTACHMENT8:
case GL_COLOR_ATTACHMENT9:
case GL_COLOR_ATTACHMENT10:
case GL_COLOR_ATTACHMENT11:
case GL_COLOR_ATTACHMENT12:
case GL_COLOR_ATTACHMENT13:
case GL_COLOR_ATTACHMENT14:
case GL_COLOR_ATTACHMENT15: {
const int k = attachments[i] - GL_COLOR_ATTACHMENT0;
if (k >= ctx->Const.MaxColorAttachments) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(attachment >= max. color attachments)", name);
return;
}
}
default:
goto invalid_enum;
}
}
}
/* We don't actually do anything for this yet. Just return after
* validating the parameters and generating the required errors.
*/
return;
invalid_enum:
_mesa_error(ctx, GL_INVALID_ENUM, "%s(attachment)", name);
return;
}
void GLAPIENTRY
_mesa_InvalidateSubFramebuffer(GLenum target, GLsizei numAttachments,
const GLenum *attachments, GLint x, GLint y,
GLsizei width, GLsizei height)
{
invalidate_framebuffer_storage(target, numAttachments, attachments,
x, y, width, height,
"glInvalidateSubFramebuffer");
}
void GLAPIENTRY
_mesa_InvalidateFramebuffer(GLenum target, GLsizei numAttachments,
const GLenum *attachments)
{
/* The GL_ARB_invalidate_subdata spec says:
*
* "The command
*
* void InvalidateFramebuffer(enum target,
* sizei numAttachments,
* const enum *attachments);
*
* is equivalent to the command InvalidateSubFramebuffer with <x>, <y>,
* <width>, <height> equal to 0, 0, <MAX_VIEWPORT_DIMS[0]>,
* <MAX_VIEWPORT_DIMS[1]> respectively."
*/
invalidate_framebuffer_storage(target, numAttachments, attachments,
0, 0, MAX_VIEWPORT_WIDTH, MAX_VIEWPORT_HEIGHT,
"glInvalidateFramebuffer");
}