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authorKenneth Graunke <[email protected]>2014-02-23 21:59:24 -0800
committerKenneth Graunke <[email protected]>2014-03-04 17:21:06 -0800
commit23e81b93bbe3966a842de507988eeaa7342e12ca (patch)
treebda28d42e69a723cf1fd10745d2ff177339202a5 /src/mesa/main/texobj.c
parent5f23a2d9c2df7e7b860246be37b495e7fbea76ca (diff)
mesa: Add core API support for GL_ARB_stencil_texturing (from 4.3).
While the GL_ARB_stencil_texturing extension does not allow the creation of stencil textures, it does allow shaders to sample stencil values stored in packed depth/stencil textures. Specifically, applications can call glTexParameter* with a pname of GL_DEPTH_STENCIL_TEXTURE_MODE and value of either GL_DEPTH_COMPONENT or GL_STENCIL_INDEX to select which component they wish to sample. The default value is GL_DEPTH_COMPONENT (for traditional depth sampling). Shaders should use an unsigned integer sampler (presumably usampler2D) to access stencil data. Otherwise, results are undefined. Using shadow samplers with GL_STENCIL_INDEX selected also is undefined behavior. This patch creates a new gl_texture_object field, StencilSampling, to indicate that stencil should be sampled rather than depth. (I chose to use a boolean since I figured it would be more convenient for drivers.) It also introduces the [Get]TexParameter code to get and set the value, and of course the extension plumbing. v2: Also consider textures incomplete when sampling stencil with non-NEAREST min/mag filters (caught by Eric Anholt). Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
Diffstat (limited to 'src/mesa/main/texobj.c')
-rw-r--r--src/mesa/main/texobj.c2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/mesa/main/texobj.c b/src/mesa/main/texobj.c
index 3375fe36bc5..8bdbb08c8ea 100644
--- a/src/mesa/main/texobj.c
+++ b/src/mesa/main/texobj.c
@@ -148,6 +148,7 @@ _mesa_initialize_texture_object( struct gl_context *ctx,
obj->Sampler.CompareMode = GL_NONE; /* ARB_shadow */
obj->Sampler.CompareFunc = GL_LEQUAL; /* ARB_shadow */
obj->DepthMode = ctx->API == API_OPENGL_CORE ? GL_RED : GL_LUMINANCE;
+ obj->StencilSampling = false;
obj->Sampler.CubeMapSeamless = GL_FALSE;
obj->Swizzle[0] = GL_RED;
obj->Swizzle[1] = GL_GREEN;
@@ -280,6 +281,7 @@ _mesa_copy_texture_object( struct gl_texture_object *dest,
dest->Sampler.CompareFunc = src->Sampler.CompareFunc;
dest->Sampler.CubeMapSeamless = src->Sampler.CubeMapSeamless;
dest->DepthMode = src->DepthMode;
+ dest->StencilSampling = src->StencilSampling;
dest->Sampler.sRGBDecode = src->Sampler.sRGBDecode;
dest->_MaxLevel = src->_MaxLevel;
dest->_MaxLambda = src->_MaxLambda;