Filtering of DEPTH_COMPONENT and DEPTH_STENCIL for TEXTURE_3D is already
done in texture_error_check because these combinations aren't allowed on
desktop GL either.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
*/
GLenum
_mesa_es3_error_check_format_and_type(GLenum format, GLenum type,
- GLenum internalFormat,
- unsigned dimensions)
+ GLenum internalFormat)
{
GLboolean type_valid = GL_TRUE;
break;
case GL_DEPTH_COMPONENT:
- if (dimensions != 2) {
- return GL_INVALID_OPERATION;
- }
switch (type) {
case GL_UNSIGNED_SHORT:
if (internalFormat != GL_DEPTH_COMPONENT16)
break;
case GL_DEPTH_STENCIL:
- if (dimensions != 2) {
- return GL_INVALID_OPERATION;
- }
switch (type) {
case GL_UNSIGNED_INT_24_8:
if (internalFormat != GL_DEPTH24_STENCIL8)
extern GLenum
_mesa_es3_error_check_format_and_type(GLenum format, GLenum type,
- GLenum internalFormat,
- unsigned dimensions);
+ GLenum internalFormat);
#ifdef __cplusplus
if (_mesa_is_gles(ctx)) {
if (_mesa_is_gles3(ctx)) {
err = _mesa_es3_error_check_format_and_type(format, type,
- internalFormat,
- dimensions);
+ internalFormat);
} else {
if (format != internalFormat) {
_mesa_error(ctx, GL_INVALID_OPERATION,