}
+/**
+ * Validate a renderbuffer attachment for a particular usage.
+ */
+
+static GLboolean
+st_validate_attachment(struct pipe_screen *screen,
+ const struct gl_renderbuffer_attachment *att,
+ GLuint usage)
+{
+ const struct st_texture_object *stObj =
+ st_texture_object(att->Texture);
+
+ /**
+ * Only validate texture attachments for now, since
+ * st_renderbuffer_alloc_storage makes sure that
+ * the format is supported.
+ */
+
+ if (att->Type != GL_TEXTURE)
+ return GL_TRUE;
+
+ if (!stObj)
+ return GL_FALSE;
+
+ return screen->is_format_supported(screen, stObj->pt->format,
+ PIPE_TEXTURE_2D,
+ usage, 0);
+}
+
/**
* Check that the framebuffer configuration is valid in terms of what
* the driver can support.
static void
st_validate_framebuffer(GLcontext *ctx, struct gl_framebuffer *fb)
{
+ struct pipe_screen *screen = ctx->st->pipe->screen;
const struct gl_renderbuffer *depthRb =
fb->Attachment[BUFFER_DEPTH].Renderbuffer;
const struct gl_renderbuffer *stencilRb =
fb->Attachment[BUFFER_STENCIL].Renderbuffer;
+ GLuint i;
if (stencilRb && depthRb && stencilRb != depthRb) {
fb->_Status = GL_FRAMEBUFFER_UNSUPPORTED_EXT;
+ return;
+ }
+
+ if (!st_validate_attachment(screen,
+ &fb->Attachment[BUFFER_DEPTH],
+ PIPE_TEXTURE_USAGE_DEPTH_STENCIL)) {
+ fb->_Status = GL_FRAMEBUFFER_UNSUPPORTED_EXT;
+ return;
+ }
+ if (!st_validate_attachment(screen,
+ &fb->Attachment[BUFFER_STENCIL],
+ PIPE_TEXTURE_USAGE_DEPTH_STENCIL)) {
+ fb->_Status = GL_FRAMEBUFFER_UNSUPPORTED_EXT;
+ return;
+ }
+ for (i = 0; i < ctx->Const.MaxColorAttachments; i++) {
+ if (!st_validate_attachment(screen,
+ &fb->Attachment[BUFFER_COLOR0 + i],
+ PIPE_TEXTURE_USAGE_RENDER_TARGET)) {
+ fb->_Status = GL_FRAMEBUFFER_UNSUPPORTED_EXT;
+ return;
+ }
}
}