diff options
author | Marek Olšák <[email protected]> | 2017-06-12 00:49:15 +0200 |
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committer | Marek Olšák <[email protected]> | 2017-06-22 01:51:02 +0200 |
commit | c0ed52f6146c7e24e1275451773bd47c1eda3145 (patch) | |
tree | 88fcb696e8a33eed7379330461849383ce26f48b | |
parent | caf39d6df9de145060d7def72c20ca45e41b1e9c (diff) |
mesa: simplify _mesa_is_image_unit_valid for buffers
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
-rw-r--r-- | src/mesa/main/shaderimage.c | 25 |
1 files changed, 13 insertions, 12 deletions
diff --git a/src/mesa/main/shaderimage.c b/src/mesa/main/shaderimage.c index 5e31d4e8220..c722b327de2 100644 --- a/src/mesa/main/shaderimage.c +++ b/src/mesa/main/shaderimage.c @@ -477,6 +477,13 @@ _mesa_is_image_unit_valid(struct gl_context *ctx, struct gl_image_unit *u) 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); @@ -490,20 +497,14 @@ _mesa_is_image_unit_valid(struct gl_context *ctx, struct gl_image_unit *u) 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; |