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authorChris Forbes <[email protected]>2012-11-24 21:46:56 +1300
committerChris Forbes <[email protected]>2013-03-02 11:33:27 +1300
commitd04a4dd0039d397c19e28cde878f51cad0877f07 (patch)
tree763be5fd6be9f4d9e9bcb4c2c388465e6f367ec2 /src/mesa/main/fbobject.c
parent0f83e415e49520021977e76ad3d0b0a9c1f6d8d4 (diff)
mesa: add texobj support for ARB_texture_multisample
Adds the new texture targets, and per-image state for GL_TEXTURE_SAMPLES and GL_TEXTURE_FIXED_SAMPLE_LOCATIONS. V2: - Allow multisample texture targets in glInvalidateTexSubImage too. This was already partly there, but I missed it the first time around since the interaction is defined in a newer extension. Fixed weird indentation. - Allow multisample array textures in glFramebufferTextureLayer. This was overlooked as the tests originally only used 2d multisample textures. V3: - Set min/mag filters sensibly for multisample textures. This can't actually be changed by the user, so it's more sensible to initialize it correctly than to hack around it being bogus later. V4: - Tidy up initial min/mag filter setup. Setup in _mesa_initialize_texture_object was bogus, but benign since finish_texture_init() clobbered everything with correct values. For V4, just do the setup in finish_texture_init(). V5: - Don't break glPopAttrib(GL_TEXTURE_BIT) Signed-off-by: Chris Forbes <[email protected]> [V2] Reviewed-by: Paul Berry <[email protected]> Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
Diffstat (limited to 'src/mesa/main/fbobject.c')
-rw-r--r--src/mesa/main/fbobject.c11
1 files changed, 9 insertions, 2 deletions
diff --git a/src/mesa/main/fbobject.c b/src/mesa/main/fbobject.c
index 89bc5750932..3cd242ed213 100644
--- a/src/mesa/main/fbobject.c
+++ b/src/mesa/main/fbobject.c
@@ -2069,7 +2069,8 @@ framebuffer_texture(struct gl_context *ctx, const char *caller, GLenum target,
err = (texObj->Target != GL_TEXTURE_3D) &&
(texObj->Target != GL_TEXTURE_1D_ARRAY_EXT) &&
(texObj->Target != GL_TEXTURE_2D_ARRAY_EXT) &&
- (texObj->Target != GL_TEXTURE_CUBE_MAP_ARRAY);
+ (texObj->Target != GL_TEXTURE_CUBE_MAP_ARRAY) &&
+ (texObj->Target != GL_TEXTURE_2D_MULTISAMPLE_ARRAY);
}
else {
/* Make sure textarget is consistent with the texture's type */
@@ -2103,7 +2104,8 @@ framebuffer_texture(struct gl_context *ctx, const char *caller, GLenum target,
}
else if ((texObj->Target == GL_TEXTURE_1D_ARRAY_EXT) ||
(texObj->Target == GL_TEXTURE_2D_ARRAY_EXT) ||
- (texObj->Target == GL_TEXTURE_CUBE_MAP_ARRAY)) {
+ (texObj->Target == GL_TEXTURE_CUBE_MAP_ARRAY) ||
+ (texObj->Target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)) {
if (zoffset < 0 ||
zoffset >= (GLint) ctx->Const.MaxArrayTextureLayers) {
_mesa_error(ctx, GL_INVALID_VALUE,
@@ -2255,6 +2257,11 @@ _mesa_FramebufferTexture2D(GLenum target, GLenum attachment,
error = (_mesa_is_gles(ctx) && ctx->Version < 30)
|| !ctx->Extensions.EXT_texture_array;
break;
+ case GL_TEXTURE_2D_MULTISAMPLE:
+ case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
+ error = _mesa_is_gles(ctx)
+ || !ctx->Extensions.ARB_texture_multisample;
+ break;
default:
error = GL_TRUE;
}