From 8d2542fc9d5af4db355b67cc2a1ff2f413685a27 Mon Sep 17 00:00:00 2001 From: Laura Ekstrand Date: Mon, 15 Dec 2014 14:57:34 -0800 Subject: [PATCH] main: Checking for cube completeness in TextureSubImage. This is part of a potential solution to a spec bug. Cube completeness is a concept from glGenerateMipmap, but it seems reasonable to check for it in TextureSubImage when target=GL_TEXTURE_CUBE_MAP. Reviewed-by: Anuj Phogat --- src/mesa/main/teximage.c | 48 +++++++++++++++++++++++++++++----------- 1 file changed, 35 insertions(+), 13 deletions(-) diff --git a/src/mesa/main/teximage.c b/src/mesa/main/teximage.c index d95967cc28e..e41ce32806a 100644 --- a/src/mesa/main/teximage.c +++ b/src/mesa/main/teximage.c @@ -3557,19 +3557,41 @@ texturesubimage(struct gl_context *ctx, GLuint dims, dims); return; } - for (i = 0; i < 6; ++i) { /* For each face. */ - if (!texObj->Image[i][level]) { - /* Not enough image planes for a cube map. The spec does not say - * what should happen in this case because the user has always - * specified each cube face separately (using - * GL_TEXTURE_CUBE_MAP_POSITIVE_X+i) in previous GL versions. - * This is addressed in Khronos Bug 13223. - */ - _mesa_error(ctx, GL_INVALID_OPERATION, - "glTextureSubImage%uD(insufficient cube map storage)", - dims); - return; - } + + /* + * What do we do if the user created a texture with the following code + * and then called this function with its handle? + * + * GLuint tex; + * glCreateTextures(GL_TEXTURE_CUBE_MAP, 1, &tex); + * glBindTexture(GL_TEXTURE_CUBE_MAP, tex); + * glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, ...); + * glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, ...); + * glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, ...); + * // Note: GL_TEXTURE_CUBE_MAP_NEGATIVE_Y not set, or given the + * // wrong format, or given the wrong size, etc. + * glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, ...); + * glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, ...); + * + * A bug has been filed against the spec for this case. In the + * meantime, we will check for cube completeness. + * + * According to Section 8.17 Texture Completeness in the OpenGL 4.5 + * Core Profile spec (30.10.2014): + * "[A] cube map texture is cube complete if the + * following conditions all hold true: The [base level] texture + * images of each of the six cube map faces have identical, positive, + * and square dimensions. The [base level] images were each specified + * with the same internal format." + * + * It seems reasonable to check for cube completeness of an arbitrary + * level here so that the image data has a consistent format and size. + */ + if (!_mesa_cube_level_complete(texObj, level)) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glTextureSubImage%uD(cube map incomplete)", + dims); + return; } /* Copy in each face. */ -- 2.30.2