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authorAntia Puentes <[email protected]>2015-12-19 20:17:11 +0100
committerEduardo Lima Mitev <[email protected]>2016-03-03 15:14:07 +0100
commit467f462c75281083f91846f176d6fd4a5d1afbbd (patch)
tree754bc86eb6036e3842252a302e8c0d6536c6005a /src/mesa/main
parentbd45fb3de4d067c014084affef76095ba74091d9 (diff)
mesa/formatquery: Added simultaneous texture and depth/stencil queries
From the ARB_internalformat_query2 specification: "- SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST: The support for using the resource both as a source for texture sampling while it is bound as a buffer for depth test is written to <params>. For example, a depth (or stencil) texture could be bound simultaneously for texturing while it is bound as a depth (and/or stencil) buffer without causing a feedback loop, provided that depth writes are disabled. - SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST: The support for using the resource both as a source for texture sampling while it is bound as a buffer for stencil test is written to <params>. For example, a depth (or stencil) texture could be bound simultaneously for texturing while it is bound as a depth (and/or stencil) buffer without causing a feedback loop, provided that stencil writes are disabled. - SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE: The support for using the resource both as a source for texture sampling while performing depth writes to the resources is written to <params>. For example, a depth-stencil texture could be bound simultaneously for stencil texturing while it is bound as a depth buffer. Feedback loops cannot occur because sampling a stencil texture only returns the stencil portion, and thus writes to the depth buffer do not modify the stencil portions. - SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE: The support for using the resource both as a source for texture sampling while performing stencil writes to the resources is written to <params>. For example, a depth-stencil texture could be bound simultaneously for depth-texturing while it is bound as a stencil buffer. Feedback loops cannot occur because sampling a depth texture only returns the depth portion, and thus writes to the stencil buffer could not modify the depth portions. For all of them, "Possible values returned are FULL_SUPPORT, CAVEAT_SUPPORT, or NONE. If the resource or operation is not supported, NONE is returned." Reviewed-by: Dave Airlie <[email protected]>
Diffstat (limited to 'src/mesa/main')
-rw-r--r--src/mesa/main/formatquery.c29
1 files changed, 19 insertions, 10 deletions
diff --git a/src/mesa/main/formatquery.c b/src/mesa/main/formatquery.c
index 289f133114d..c2b896c7304 100644
--- a/src/mesa/main/formatquery.c
+++ b/src/mesa/main/formatquery.c
@@ -611,6 +611,10 @@ _mesa_query_internal_format_default(struct gl_context *ctx, GLenum target,
case GL_SHADER_IMAGE_LOAD:
case GL_SHADER_IMAGE_STORE:
case GL_SHADER_IMAGE_ATOMIC:
+ case GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST:
+ case GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST:
+ case GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE:
+ case GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE:
params[0] = GL_FULL_SUPPORT;
break;
@@ -1307,19 +1311,24 @@ _mesa_GetInternalformativ(GLenum target, GLenum internalformat, GLenum pname,
}
case GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST:
- /* @TODO */
- break;
-
case GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST:
- /* @TODO */
- break;
-
case GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE:
- /* @TODO */
- break;
-
case GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE:
- /* @TODO */
+ if (target == GL_RENDERBUFFER)
+ goto end;
+
+ if (!_mesa_is_depthstencil_format(internalformat)) {
+ if (((pname == GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST ||
+ pname == GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE) &&
+ !_mesa_is_depth_format(internalformat)) ||
+ ((pname == GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST ||
+ pname == GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE) &&
+ !_mesa_is_stencil_format(internalformat)))
+ goto end;
+ }
+
+ ctx->Driver.QueryInternalFormat(ctx, target, internalformat, pname,
+ buffer);
break;
case GL_TEXTURE_COMPRESSED: