[Mesa-dev] [PATCH 44/65] mesa/formatquery: Added queries related to texture sampling in shaders
Eduardo Lima Mitev
elima at igalia.com
Wed Feb 3 15:45:29 UTC 2016
From: Antia Puentes <apuentes at igalia.com>
>From the ARB_internalformat_query2 specification:
"- VERTEX_TEXTURE: The support for using the resource as a source for
texture sampling in a vertex shader is written to <params>.
- TESS_CONTROL_TEXTURE: The support for using the resource as a source for
texture sampling in a tessellation control shader is written to <params>.
- TESS_EVALUATION_TEXTURE: The support for using the resource as a source
for texture sampling in a tessellation evaluation shader is written to
<params>.
- GEOMETRY_TEXTURE: The support for using the resource as a source for
texture sampling in a geometry shader is written to <params>.
- FRAGMENT_TEXTURE: The support for using the resource as a source for
texture sampling in a fragment shader is written to <params>.
- COMPUTE_TEXTURE: The support for using the resource as a source for
texture sampling in a compute shader is written to <params>."
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."
---
src/mesa/main/formatquery.c | 38 ++++++++++++++++++++++----------------
1 file changed, 22 insertions(+), 16 deletions(-)
diff --git a/src/mesa/main/formatquery.c b/src/mesa/main/formatquery.c
index cea36c5..fb19686 100644
--- a/src/mesa/main/formatquery.c
+++ b/src/mesa/main/formatquery.c
@@ -596,6 +596,12 @@ _mesa_query_internal_format_default(struct gl_context *ctx, GLenum target,
case GL_SRGB_READ:
case GL_SRGB_WRITE:
case GL_SRGB_DECODE_ARB:
+ case GL_VERTEX_TEXTURE:
+ case GL_TESS_CONTROL_TEXTURE:
+ case GL_TESS_EVALUATION_TEXTURE:
+ case GL_GEOMETRY_TEXTURE:
+ case GL_FRAGMENT_TEXTURE:
+ case GL_COMPUTE_TEXTURE:
params[0] = GL_FULL_SUPPORT;
break;
@@ -1127,27 +1133,27 @@ _mesa_GetInternalformativ(GLenum target, GLenum internalformat, GLenum pname,
break;
case GL_VERTEX_TEXTURE:
- /* @TODO */
- break;
-
case GL_TESS_CONTROL_TEXTURE:
- /* @TODO */
- break;
-
case GL_TESS_EVALUATION_TEXTURE:
- /* @TODO */
- break;
-
case GL_GEOMETRY_TEXTURE:
- /* @TODO */
- break;
-
case GL_FRAGMENT_TEXTURE:
- /* @TODO */
- break;
-
case GL_COMPUTE_TEXTURE:
- /* @TODO */
+ if (target == GL_RENDERBUFFER)
+ goto end;
+
+ if ((pname == GL_TESS_CONTROL_TEXTURE ||
+ pname == GL_TESS_EVALUATION_TEXTURE) &&
+ !_mesa_has_tessellation(ctx))
+ goto end;
+
+ if (pname == GL_GEOMETRY_TEXTURE && !_mesa_has_geometry_shaders(ctx))
+ goto end;
+
+ if (pname == GL_COMPUTE_TEXTURE && !_mesa_has_compute_shaders(ctx))
+ goto end;
+
+ ctx->Driver.QueryInternalFormat(ctx, target, internalformat, pname,
+ buffer);
break;
case GL_TEXTURE_SHADOW:
--
2.5.3
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