mesa: test for cube map completeness in glGenerateMipmap()

The texture is not cube complete if the base level images aren't of
the same size and format.

NOTE: This is a candidate for the 7.9 branch.

(cherry picked from commit ecb7cc3319)
This commit is contained in:
Brian Paul 2010-12-14 16:28:14 -07:00
parent 22ba37aae2
commit 1ee289960f
3 changed files with 49 additions and 0 deletions

View file

@ -2103,6 +2103,7 @@ _mesa_GenerateMipmapEXT(GLenum target)
/* OK, legal value */
break;
default:
/* XXX need to implement GL_TEXTURE_1D_ARRAY and GL_TEXTURE_2D_ARRAY */
_mesa_error(ctx, GL_INVALID_ENUM, "glGenerateMipmapEXT(target)");
return;
}
@ -2114,6 +2115,13 @@ _mesa_GenerateMipmapEXT(GLenum target)
return;
}
if (texObj->Target == GL_TEXTURE_CUBE_MAP &&
!_mesa_cube_complete(texObj)) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glGenerateMipmap(incomplete cube map)");
return;
}
_mesa_lock_texture(ctx, texObj);
if (target == GL_TEXTURE_CUBE_MAP) {
GLuint face;

View file

@ -686,6 +686,44 @@ _mesa_test_texobj_completeness( const GLcontext *ctx,
}
/**
* Check if the given cube map texture is "cube complete" as defined in
* the OpenGL specification.
*/
GLboolean
_mesa_cube_complete(const struct gl_texture_object *texObj)
{
const GLint baseLevel = texObj->BaseLevel;
const struct gl_texture_image *img0, *img;
GLuint face;
if (texObj->Target != GL_TEXTURE_CUBE_MAP)
return GL_FALSE;
if ((baseLevel < 0) || (baseLevel >= MAX_TEXTURE_LEVELS))
return GL_FALSE;
/* check first face */
img0 = texObj->Image[0][baseLevel];
if (!img0 ||
img0->Width < 1 ||
img0->Width != img0->Height)
return GL_FALSE;
/* check remaining faces vs. first face */
for (face = 1; face < 6; face++) {
img = texObj->Image[face][baseLevel];
if (!img ||
img->Width != img0->Width ||
img->Height != img0->Height ||
img->TexFormat != img0->TexFormat)
return GL_FALSE;
}
return GL_TRUE;
}
/**
* Mark a texture object dirty. It forces the object to be incomplete
* and optionally forces the context to re-validate its state.

View file

@ -68,6 +68,9 @@ extern void
_mesa_test_texobj_completeness( const GLcontext *ctx,
struct gl_texture_object *obj );
extern GLboolean
_mesa_cube_complete(const struct gl_texture_object *texObj);
extern void
_mesa_dirty_texobj(GLcontext *ctx, struct gl_texture_object *texObj,
GLboolean invalidate_state);