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EGL back end: Support for additional named framebuffer functions #136

@dcommander

Description

@dcommander

Since the EGL back end uses FBOs to emulate Pbuffers, the "default framebuffer" (0) is really a named FBO. Thus, the EGL back end should interpose all named framebuffer functions that allow the default framebuffer (0) to be specified as an argument:

Function OpenGL version or extension Comments
glBlitNamedFramebuffer() 4.5
glCheckNamedFramebufferStatus() 4.5
glCheckNamedFramebufferStatusEXT() GL_EXT_direct_state_access
glClearNamedFramebufferiv() 4.5
glClearNamedFramebufferuiv() 4.5
glClearNamedFramebufferfv() 4.5
glClearNamedFramebufferfi() 4.5
glGetFramebufferParameterivEXT() GL_EXT_direct_state_access
glGetNamedFramebufferAttachmentParameteriv() 4.5
glGetNamedFramebufferAttachmentParameterivEXT() GL_EXT_direct_state_access
glInvalidateNamedFramebufferData() 4.5
glInvalidateNamedFramebufferSubData() 4.5
glIsFramebuffer() 3.0 Non-issue if the calling application only passes FBO names returned from glGenFramebuffers() to this function, but it would be an issue if the calling application does something stupid like iterating through all possible FBO names.
glIsFramebufferEXT() GL_EXT_framebuffer_object Ditto

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