| Commit message (Collapse) | Author | Age | Files | Lines |
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Shadow sampling from texture arrays is still not implemented. Everything
else should be there, though.
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This allows render to depth texture (we don't support floating pt. Z buffers).
Rename MESA_FORMAT_DEPTH_COMPONENT16/32 as MESA_FORMAT_Z16/32.
Software fallback for glCopyTexImage now uses integer temporary image instead
of float, eliminates a lot of float/int conversions.
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Re-org of the renderbuffer wrapper code.
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- When deleting texture objects, unbind from FBOs if necessary.
- Changed driver hooks for starting/ending render to texture.
- Now properly handle case where gl[Copy]TexImage() is called after
glFramebufferTexture[123]D(). That didn't work before.
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rendering to a texture has likely completed.
Fixed refcount issue in texture renderbuffer wrapper.
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_BaseFormat to be consistant with gl_renderbuffer.
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Main driver impacts:
- new code for creating the Mesa GLframebuffer
- new span/pixel read/write code
Some drivers not yet updated/tested.
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