if (!t)
return GL_FALSE;
+ /* The GL 4.5 Core spec doesn't say anything about buffers. In practice,
+ * the image buffer format is always compatible with the underlying
+ * buffer storage.
+ */
+ if (t->Target == GL_TEXTURE_BUFFER)
+ return GL_TRUE;
+
if (!t->_BaseComplete && !t->_MipmapComplete)
_mesa_test_texobj_completeness(ctx, t);
u->_Layer >= _mesa_get_texture_layers(t, u->Level))
return GL_FALSE;
- if (t->Target == GL_TEXTURE_BUFFER) {
- tex_format = _mesa_get_shader_image_format(t->BufferObjectFormat);
-
- } else {
- struct gl_texture_image *img = (t->Target == GL_TEXTURE_CUBE_MAP ?
- t->Image[u->_Layer][u->Level] :
- t->Image[0][u->Level]);
-
- if (!img || img->Border || img->NumSamples > ctx->Const.MaxImageSamples)
- return GL_FALSE;
+ struct gl_texture_image *img = (t->Target == GL_TEXTURE_CUBE_MAP ?
+ t->Image[u->_Layer][u->Level] :
+ t->Image[0][u->Level]);
- tex_format = _mesa_get_shader_image_format(img->InternalFormat);
- }
+ if (!img || img->Border || img->NumSamples > ctx->Const.MaxImageSamples)
+ return GL_FALSE;
+ tex_format = _mesa_get_shader_image_format(img->InternalFormat);
if (!tex_format)
return GL_FALSE;