Age | Commit message (Collapse) | Author |
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Fixes failed assertion / segfault for particular proxy texture tests.
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When glTexImage() is called we need to re-validate any FBOs that point to
the texture (i.e. render-to-texture) since changing the texture's size/format
will effect FBO completeness.
We don't keep a list of all FBOs rendering into each texture (which would be
a bit messy) so we check all FBOs in existance. To optimize this, the
gl_texture_object->_RenderToTexture flag is used to avoid checking textures
that have never been used as renderbuffers. So, we only walk over all FBOs
(there's usually only a few) when glTexImage() modifies a RTT texture.
Fixes a bug seen in shadowtex.c when toggling packed depth/stencil mode.
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Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
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Do it after initial error checking, after we know the texture's internal format.
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Makes things consistant with the code in teximage.c.
We only want to apply convolution to color formats (not depth/index formats)
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The ARB extension is a superset of the older SGIX extension. Any
hardware that can support the SGIX version can also support the ARB
version. In Mesa, any driver that supports one also supports the
other. This unification just simplifies some bits of code.
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the drivers.
This should probably be pulled into main-line Mesa...
(cherry picked from commit 324ecadbfdf9b944e059832f146451e4151dcb21)
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(cherry picked from commit b52ce6341f877a0a1cfd3c50c07eeb1c156ae89e)
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Also, check the FEATURE flags in many places.
(cherry picked from commit 40d1a40f294f1ed2dacfad6f5498322fc08cc2d1)
Conflicts:
src/mesa/main/config.h
src/mesa/main/context.c
src/mesa/main/texobj.c
src/mesa/main/texstate.c
src/mesa/main/texstore.c
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In _mesa_Bitmap, can't early return if bitmap ptr is NULL, it may be an offset
into a PBO. Similarly for _mesa_GetTexImage.
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Simplification in colortab.c too.
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width/height/depth == 0 is a legal texture size (no error generated).
Later, the texture will be considered incomplete, however, and texturing
will effectively be disabled.
See bug 11309.
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a goto
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Shadow sampling from texture arrays is still not implemented. Everything
else should be there, though.
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if not bail accordingly.
Previously we'd only do this test on compressed textures.
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_mesa_GetTexImage() so it's not needed in the fallback or driver functions.
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Some hardware lays out 3D mipmaps in a manner that can't be expressed
with a simple image stride.
The ImageOffsets array is allocated and initialized to typical defaults
in the _mesa_init_teximage_fields() function. If needed, a driver will
then have to replace these offsets.
TexStore and TexelFetch routines updated to use offsets array.
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all formats or just those without restrictions/limitations should be returned.
We want all when validating the internalFormat parameter to
glCompressedTexImage2D but only want unrestricted formats when handling the
GL_COMPRESSED_TEXTURE_FORMATS query.
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Added _mesa_compressed_texture_size_glenum() for validating the imageSize
parameter to glCompressedTex[Sub]Image1/2/3() which does _not_ call
ctx->Driver.CompressedTextureSize() - since that could return a padded size.
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Pass the MESA_FORMAT_* token to the _mesa_compressed_row_stride(),
_mesa_compressed_texture_size() and _mesa_compressed_image_address()
functions since we want to use the driver-chosen format, not the user's
internalFormat hint.
Consolidate code related to choosing the texture format in texstoree.c
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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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glCopyTex[Sub]Image()
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Attachment[BUFFER_DEPTH/STENCIL].Renderbuffer. The former may be wrappers
around combined depth/stencil renderbuffers attached at the later points.
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Use COPY_4FV() where possible.
Added some comments, clean-ups.
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_BaseFormat to be consistant with gl_renderbuffer.
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glReadPixels done, glDrawPixels mostly done.
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from the gl_texture_format's functions.
Added "adaptor" functions to allow sampling a float-valued texture with
GLchans and vice versa. This will allow trimming down the number of
texture fetch routines.
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