diff options
author | Kenneth Graunke <[email protected]> | 2014-02-23 21:59:24 -0800 |
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committer | Kenneth Graunke <[email protected]> | 2014-03-04 17:21:06 -0800 |
commit | 23e81b93bbe3966a842de507988eeaa7342e12ca (patch) | |
tree | bda28d42e69a723cf1fd10745d2ff177339202a5 /src/mesa/main/texobj.h | |
parent | 5f23a2d9c2df7e7b860246be37b495e7fbea76ca (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.h')
-rw-r--r-- | src/mesa/main/texobj.h | 14 |
1 files changed, 14 insertions, 0 deletions
diff --git a/src/mesa/main/texobj.h b/src/mesa/main/texobj.h index a4573b399e3..a9de73fff83 100644 --- a/src/mesa/main/texobj.h +++ b/src/mesa/main/texobj.h @@ -114,6 +114,20 @@ _mesa_is_texture_complete(const struct gl_texture_object *texObj, return GL_FALSE; } + /* From the ARB_stencil_texturing specification: + * "Add a new bullet point for the conditions that cause the texture + * to not be complete: + * + * * The internal format of the texture is DEPTH_STENCIL, the + * DEPTH_STENCIL_TEXTURE_MODE for the texture is STENCIL_INDEX and either + * the magnification filter or the minification filter is not NEAREST." + */ + if (texObj->StencilSampling && + texObj->Image[0][texObj->BaseLevel]->_BaseFormat == GL_DEPTH_STENCIL && + (sampler->MagFilter != GL_NEAREST || sampler->MinFilter != GL_NEAREST)) { + return GL_FALSE; + } + if (_mesa_is_mipmap_filter(sampler)) return texObj->_MipmapComplete; else |