}
-GLenum GLAPIENTRY
-_mesa_CheckFramebufferStatus(GLenum target)
+GLenum
+_mesa_check_framebuffer_status(struct gl_context *ctx,
+ struct gl_framebuffer *buffer)
{
- struct gl_framebuffer *buffer;
- GET_CURRENT_CONTEXT(ctx);
-
ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, 0);
- if (MESA_VERBOSE & VERBOSE_API)
- _mesa_debug(ctx, "glCheckFramebufferStatus(%s)\n",
- _mesa_lookup_enum_by_nr(target));
-
- buffer = get_framebuffer_target(ctx, target);
- if (!buffer) {
- _mesa_error(ctx, GL_INVALID_ENUM, "glCheckFramebufferStatus(target)");
- return 0;
- }
-
if (_mesa_is_winsys_fbo(buffer)) {
/* EGL_KHR_surfaceless_context allows the winsys FBO to be incomplete. */
if (buffer != &IncompleteFramebuffer) {
}
+GLenum GLAPIENTRY
+_mesa_CheckFramebufferStatus(GLenum target)
+{
+ struct gl_framebuffer *fb;
+ GET_CURRENT_CONTEXT(ctx);
+
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "glCheckFramebufferStatus(%s)\n",
+ _mesa_lookup_enum_by_nr(target));
+
+ fb = get_framebuffer_target(ctx, target);
+ if (!fb) {
+ _mesa_error(ctx, GL_INVALID_ENUM,
+ "glCheckFramebufferStatus(invalid target %s)",
+ _mesa_lookup_enum_by_nr(target));
+ return 0;
+ }
+
+ return _mesa_check_framebuffer_status(ctx, fb);
+}
+
+
+GLenum GLAPIENTRY
+_mesa_CheckNamedFramebufferStatus(GLuint framebuffer, GLenum target)
+{
+ struct gl_framebuffer *fb;
+ GET_CURRENT_CONTEXT(ctx);
+
+ /* Validate the target (for conformance's sake) and grab a reference to the
+ * default framebuffer in case framebuffer = 0.
+ * Section 9.4 Framebuffer Completeness of the OpenGL 4.5 core spec
+ * (30.10.2014, PDF page 336) says:
+ * "If framebuffer is zero, then the status of the default read or
+ * draw framebuffer (as determined by target) is returned."
+ */
+ switch (target) {
+ case GL_DRAW_FRAMEBUFFER:
+ case GL_FRAMEBUFFER:
+ fb = ctx->WinSysDrawBuffer;
+ break;
+ case GL_READ_FRAMEBUFFER:
+ fb = ctx->WinSysReadBuffer;
+ break;
+ default:
+ _mesa_error(ctx, GL_INVALID_ENUM,
+ "glCheckNamedFramebufferStatus(invalid target %s)",
+ _mesa_lookup_enum_by_nr(target));
+ return 0;
+ }
+
+ if (framebuffer) {
+ fb = _mesa_lookup_framebuffer_err(ctx, framebuffer,
+ "glCheckNamedFramebufferStatus");
+ if (!fb)
+ return 0;
+ }
+
+ return _mesa_check_framebuffer_status(ctx, fb);
+}
+
+
/**
* Replicate the src attachment point. Used by framebuffer_texture() when
* the same texture is attached at GL_DEPTH_ATTACHMENT and
GLint level, GLuint layer, GLboolean layered,
const char *caller);
+extern GLenum
+_mesa_check_framebuffer_status(struct gl_context *ctx,
+ struct gl_framebuffer *fb);
+
extern GLboolean GLAPIENTRY
_mesa_IsRenderbuffer(GLuint renderbuffer);
extern GLenum GLAPIENTRY
_mesa_CheckFramebufferStatus(GLenum target);
+extern GLenum GLAPIENTRY
+_mesa_CheckNamedFramebufferStatus(GLuint framebuffer, GLenum target);
+
extern void GLAPIENTRY
_mesa_FramebufferTexture1D(GLenum target, GLenum attachment,
GLenum textarget, GLuint texture, GLint level);
{ "glNamedFramebufferRenderbuffer", 45, -1 },
{ "glNamedFramebufferTexture", 45, -1 },
{ "glNamedFramebufferTextureLayer", 45, -1 },
+ { "glCheckNamedFramebufferStatus", 45, -1 },
{ "glCreateRenderbuffers", 45, -1 },
{ "glNamedRenderbufferStorage", 45, -1 },
{ "glNamedRenderbufferStorageMultisample", 45, -1 },