fbo_incomplete("width or height mismatch", -1);
return;
}
- /* check that all color buffer have same format */
+ /* check that all color buffers are the same format */
if (intFormat != GL_NONE && f != intFormat) {
fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT;
fbo_incomplete("format mismatch", -1);
fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE;
fbo_incomplete("inconsistant number of samples", i);
return;
- }
-
+ }
}
}
case GL_RG32I:
return ctx->Extensions.ARB_texture_rg &&
ctx->Extensions.EXT_texture_integer ? GL_RG : 0;
-
+
case GL_INTENSITY8I_EXT:
case GL_INTENSITY8UI_EXT:
case GL_INTENSITY16I_EXT:
/* bind default */
ASSERT(fb->RefCount >= 2);
_mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
- }
+ }
}
/* remove from hash table immediately, to free the ID */
return buffer->_Status;
}
+
/**
* Replicate the src attachment point. Used by framebuffer_texture() when
* the same texture is attached at GL_DEPTH_ATTACHMENT and
struct gl_renderbuffer_attachment *src_att = &fb->Attachment[src];
assert(src_att->Texture != NULL);
- assert (src_att->Renderbuffer != NULL);
+ assert(src_att->Renderbuffer != NULL);
_mesa_reference_texobj(&dst_att->Texture, src_att->Texture);
_mesa_reference_renderbuffer(&dst_att->Renderbuffer, src_att->Renderbuffer);
dst_att->Zoffset = src_att->Zoffset;
}
+
/**
* Common code called by glFramebufferTexture1D/2D/3DEXT().
*/
return;
}
-
/* The textarget, level, and zoffset parameters are only validated if
* texture is non-zero.
*/
}
}
- if ((level < 0) ||
+ if ((level < 0) ||
(level >= _mesa_max_texture_levels(ctx, texObj->Target))) {
_mesa_error(ctx, GL_INVALID_VALUE,
"glFramebufferTexture%sEXT(level)", caller);
reuse_framebuffer_texture_attachment(fb, BUFFER_DEPTH,
BUFFER_STENCIL);
} else if (attachment == GL_STENCIL_ATTACHMENT &&
- texObj== fb->Attachment[BUFFER_DEPTH].Texture) {
+ texObj == fb->Attachment[BUFFER_DEPTH].Texture) {
/* As above, but with depth and stencil juxtasposed. */
reuse_framebuffer_texture_attachment(fb, BUFFER_STENCIL,
BUFFER_DEPTH);
}
#endif /* FEATURE_EXT_framebuffer_blit */
+
#if FEATURE_ARB_geometry_shader4
void GLAPIENTRY
_mesa_FramebufferTextureARB(GLenum target, GLenum attachment,
"not implemented!");
}
+
void GLAPIENTRY
_mesa_FramebufferTextureFaceARB(GLenum target, GLenum attachment,
GLuint texture, GLint level, GLenum face)