mesa: remove FBO texture depth/stencil test
The texture format should not be checked until validation time since the format might be changed by a subsequent glTexImage() call.
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@@ -1511,18 +1511,6 @@ framebuffer_texture(GLcontext *ctx, const char *caller, GLenum target,
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return;
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}
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if (texObj && attachment == GL_DEPTH_STENCIL_ATTACHMENT) {
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/* the texture format must be depth+stencil */
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const struct gl_texture_image *texImg;
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texImg = texObj->Image[0][texObj->BaseLevel];
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if (!texImg || texImg->_BaseFormat != GL_DEPTH_STENCIL) {
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_mesa_error(ctx, GL_INVALID_OPERATION,
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"glFramebufferTexture%sEXT(texture is not"
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" DEPTH_STENCIL format)", caller);
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return;
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}
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}
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FLUSH_CURRENT(ctx, _NEW_BUFFERS);
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/* The above doesn't fully flush the drivers in the way that a
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* glFlush does, but that is required here:
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