\r
if(context)\r
{\r
- if(target != GL_FRAMEBUFFER && target != GL_DRAW_FRAMEBUFFER_ANGLE && target != GL_READ_FRAMEBUFFER_ANGLE)\r
+ if(target != GL_FRAMEBUFFER && target != GL_DRAW_FRAMEBUFFER && target != GL_READ_FRAMEBUFFER)\r
{\r
return error(GL_INVALID_ENUM);\r
}\r
\r
GLint clientVersion = context->getClientVersion();\r
\r
- es2::Framebuffer *framebuffer = NULL;\r
- if(target == GL_READ_FRAMEBUFFER_ANGLE)\r
+ es2::Framebuffer *framebuffer = nullptr;\r
+ if(target == GL_READ_FRAMEBUFFER)\r
{\r
if(context->getReadFramebufferName() == 0)\r
{\r
- switch(attachment)\r
+ if(clientVersion < 3)\r
+ {\r
+ return error(GL_INVALID_OPERATION);\r
+ }\r
+ else\r
{\r
- case GL_BACK:\r
- case GL_DEPTH:\r
- case GL_STENCIL:\r
- if(clientVersion >= 3)\r
+ switch(attachment)\r
{\r
+ case GL_BACK:\r
+ case GL_DEPTH:\r
+ case GL_STENCIL:\r
break;\r
+ default:\r
+ return error(GL_INVALID_ENUM);\r
}\r
- // fall through\r
- default:\r
- return error(GL_INVALID_ENUM);\r
}\r
}\r
\r
{\r
if(context->getDrawFramebufferName() == 0)\r
{\r
- switch(attachment)\r
+ if(clientVersion < 3)\r
+ {\r
+ return error(GL_INVALID_OPERATION);\r
+ }\r
+ else\r
{\r
- case GL_BACK:\r
- case GL_DEPTH:\r
- case GL_STENCIL:\r
- if(clientVersion >= 3)\r
+ switch(attachment)\r
{\r
+ case GL_BACK:\r
+ case GL_DEPTH:\r
+ case GL_STENCIL:\r
break;\r
+ default:\r
+ return error(GL_INVALID_ENUM);\r
}\r
- // fall through\r
- default:\r
- return error(GL_INVALID_ENUM);\r
}\r
}\r
\r