[Mesa-dev] [PATCH] Allow glTexImage2D with a depth component cube map
Brian Paul
brianp at vmware.com
Tue Nov 22 12:47:00 PST 2011
On 11/22/2011 01:21 PM, Kenneth Graunke wrote:
> On 11/22/2011 11:42 AM, Anuj Phogat wrote:
> [snip]
>> I agree. This is simpler to read and _mesa_is_cube_map_face() can be reused
>> in mesa. Posting an updated patch with your suggestions.
>>
>> > I haven't tested this so the logic might be incorrect.
>> It worked as it is. Just defined a new function _mesa_is_cube_face().
>>
>> Thanks
>> Anuj
>
> Actually, Brian already added that function; it's in teximage.h.
>
>> Signed-off-by: Anuj Phogat<anuj.phogat at gmail.com>
>> ---
>> src/mesa/main/image.c | 18 ++++++++++++++++++
>> src/mesa/main/image.h | 3 +++
>> src/mesa/main/teximage.c | 25 ++++++++++++-------------
>> 3 files changed, 33 insertions(+), 13 deletions(-)
>>
>> diff --git a/src/mesa/main/image.c b/src/mesa/main/image.c
>> index 7d95dd6..9ba5317 100644
>> --- a/src/mesa/main/image.c
>> +++ b/src/mesa/main/image.c
>> @@ -1086,6 +1086,24 @@ _mesa_is_compressed_format(struct gl_context *ctx, GLenum format)
>> }
>> }
>>
>> +/**
>> + * Test if the given texture target is a cubemap face
>> + */
>> +GLboolean
>> +_mesa_is_cube_map_face(GLenum target)
>> +{
>> + switch (target) {
>> + case GL_TEXTURE_CUBE_MAP_POSITIVE_X :
>> + case GL_TEXTURE_CUBE_MAP_NEGATIVE_X :
>> + case GL_TEXTURE_CUBE_MAP_POSITIVE_Y :
>> + case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y :
>> + case GL_TEXTURE_CUBE_MAP_POSITIVE_Z :
>> + case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z :
>> + return GL_TRUE;
>> + default:
>> + return GL_FALSE;
>> + }
>> +}
>>
>> /**
>> * Return the address of a specific pixel in an image (1D, 2D or 3D).
>> diff --git a/src/mesa/main/image.h b/src/mesa/main/image.h
>> index 46adaec..2c88578 100644
>> --- a/src/mesa/main/image.h
>> +++ b/src/mesa/main/image.h
>> @@ -84,6 +84,9 @@ _mesa_is_integer_format(GLenum format);
>> extern GLboolean
>> _mesa_is_compressed_format(struct gl_context *ctx, GLenum format);
>>
>> +extern GLboolean
>> +_mesa_is_cube_map_face(GLenum target);
>> +
>> extern GLvoid *
>> _mesa_image_address( GLuint dimensions,
>> const struct gl_pixelstore_attrib *packing,
>> diff --git a/src/mesa/main/teximage.c b/src/mesa/main/teximage.c
>> index acf7187..43eec61 100644
>> --- a/src/mesa/main/teximage.c
>> +++ b/src/mesa/main/teximage.c
>> @@ -1593,28 +1593,27 @@ texture_error_check( struct gl_context *ctx,
>> return GL_TRUE;
>> }
>> }
>> -
>> - /* additional checks for depth textures */
>> +
>> + /* additional checks for depth textures */
>> if (_mesa_base_tex_format(ctx, internalFormat) == GL_DEPTH_COMPONENT) {
>> - /* Only 1D, 2D, rect and array textures supported, not 3D or cubes */
>> + /* Only 1D, 2D, rect, array and cube textures supported, not 3D
>> + * Cubemaps are only supported for GL version> 3.0 or with EXT_gpu_shader4 */
>> if (target != GL_TEXTURE_1D&&
>> target != GL_PROXY_TEXTURE_1D&&
>> target != GL_TEXTURE_2D&&
>> - target != GL_PROXY_TEXTURE_2D&&
>> - target != GL_TEXTURE_1D_ARRAY&&
>> - target != GL_PROXY_TEXTURE_1D_ARRAY&&
>> - target != GL_TEXTURE_2D_ARRAY&&
I don't think you should delete those lines.
>> target != GL_PROXY_TEXTURE_2D_ARRAY&&
>> target != GL_TEXTURE_RECTANGLE_ARB&&
>> - target != GL_PROXY_TEXTURE_RECTANGLE_ARB) {
>> - if (!isProxy)
>> - _mesa_error(ctx, GL_INVALID_ENUM,
>> - "glTexImage(target/internalFormat)");
>> - return GL_TRUE;
>> + target != GL_PROXY_TEXTURE_RECTANGLE_ARB&&
>> + !((_mesa_is_cube_map_face(target) || target == GL_PROXY_TEXTURE_CUBE_MAP)&&
>> + (ctx->VersionMajor>= 3 || ctx->Extensions.EXT_gpu_shader4))) {
>> + if (!isProxy)
>> + _mesa_error(ctx, GL_INVALID_ENUM,
>> + "glTexImage(target/internalFormat)");
>> + return GL_TRUE;
>> }
>> }
>>
>> - /* additional checks for compressed textures */
>> + /* additional checks for compressed textures */
>> if (_mesa_is_compressed_format(ctx, internalFormat)) {
>> if (!target_can_be_compressed(ctx, target, internalFormat)) {
>> if (!isProxy)
>
> Seems like some spurious whitespace changes got introduced here...this
> isProxy stuff shouldn't be appearing in the diff.
>
> Mesa coding style is 3-space indentation with 8-space tabs. (Yeah, it's
> quite unusual... :))
FWIW, I don't indent with tabs.
From docs/devinfo.html:
indent -br -i3 -npcs --no-tabs infile.c -o outfile.c
-Brian
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