mesa: Simplify _mesa_base_fbo_format by making it exceptions to teximages.

The comment of "this is just like teximages except for..." is a pretty
good clue that we're handling this wrong.  By just using the teximage
code, we catch a bunch of cases we'd missed, like GL_RED and GL_RG.
This commit is contained in:
Eric Anholt
2011-01-13 10:05:50 -08:00
parent 34a9da4eb4
commit 65c41d55a0

View File

@@ -960,69 +960,42 @@ _mesa_GenRenderbuffersEXT(GLsizei n, GLuint *renderbuffers)
/**
* Given an internal format token for a render buffer, return the
* Given an internal format token for a renderbuffer, return the
* corresponding base format.
* This is very similar to _mesa_base_tex_format() but the set of valid
* internal formats is somewhat different.
*
* \return one of GL_RGB, GL_RGBA, GL_STENCIL_INDEX, GL_DEPTH_COMPONENT
* GL_DEPTH_STENCIL_EXT or zero if error.
*
* XXX in the future when we support red-only and red-green formats
* we'll also return GL_RED and GL_RG.
*/
GLenum
_mesa_base_fbo_format(struct gl_context *ctx, GLenum internalFormat)
{
GLenum baseFormat;
switch (internalFormat) {
case GL_ALPHA:
case GL_ALPHA4:
case GL_ALPHA8:
case GL_ALPHA12:
case GL_ALPHA16:
return GL_ALPHA;
case GL_RGB:
case GL_R3_G3_B2:
case GL_RGB4:
case GL_RGB5:
case GL_RGB8:
case GL_RGB10:
case GL_RGB12:
case GL_RGB16:
case GL_SRGB8_EXT:
return GL_RGB;
case GL_RGBA:
case GL_RGBA2:
case GL_RGBA4:
case GL_RGB5_A1:
case GL_RGBA8:
case GL_RGB10_A2:
case GL_RGBA12:
case GL_RGBA16:
case GL_RGBA16_SNORM:
case GL_SRGB8_ALPHA8_EXT:
/* This is used internally by Mesa for accum buffers. */
return GL_RGBA;
case GL_STENCIL_INDEX:
case GL_STENCIL_INDEX1_EXT:
case GL_STENCIL_INDEX4_EXT:
case GL_STENCIL_INDEX8_EXT:
case GL_STENCIL_INDEX16_EXT:
/* This is not a valid texture internalFormat, but valid for
* renderbuffers.
*/
return GL_STENCIL_INDEX;
case GL_DEPTH_COMPONENT:
case GL_DEPTH_COMPONENT16:
case GL_DEPTH_COMPONENT24:
case GL_DEPTH_COMPONENT32:
/* This is an override of _mesa_base_tex_format's check that
* ARB_depth_texture is present. We allow depth RBs without it.
*/
return GL_DEPTH_COMPONENT;
case GL_DEPTH_STENCIL_EXT:
case GL_DEPTH24_STENCIL8_EXT:
if (ctx->Extensions.EXT_packed_depth_stencil)
return GL_DEPTH_STENCIL_EXT;
else
return 0;
/* XXX add floating point formats eventually */
default:
return 0;
}
baseFormat = _mesa_base_tex_format(ctx, internalFormat);
if (baseFormat < 0)
return 0;
return baseFormat;
}
@@ -1058,6 +1031,14 @@ renderbuffer_storage(GLenum target, GLenum internalFormat,
return;
}
if (baseFormat != GL_DEPTH_COMPONENT &&
baseFormat != GL_STENCIL_INDEX &&
baseFormat != GL_DEPTH_STENCIL &&
!_mesa_is_legal_color_format(ctx, baseFormat)) {
_mesa_error(ctx, GL_INVALID_ENUM, "%s(internalFormat)", func);
return;
}
if (width < 1 || width > (GLsizei) ctx->Const.MaxRenderbufferSize) {
_mesa_error(ctx, GL_INVALID_VALUE, "%s(width)", func);
return;