#include "texobj.h"
#include "get.h"
#include "genmipmap.h"
+#include "shaderimage.h"
+#include "texcompress.h"
+#include "textureview.h"
static bool
_is_renderable(struct gl_context *ctx, GLenum internalformat)
return (buffer[0] == GL_TRUE);
}
+static bool
+_legal_target_for_framebuffer_texture_layer(struct gl_context *ctx,
+ GLenum target)
+{
+ switch (target) {
+ case GL_TEXTURE_3D:
+ case GL_TEXTURE_1D_ARRAY:
+ case GL_TEXTURE_2D_ARRAY:
+ case GL_TEXTURE_CUBE_MAP_ARRAY:
+ case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
+ case GL_TEXTURE_CUBE_MAP:
+ return true;
+ default:
+ return false;
+ }
+}
+
+static GLenum
+_mesa_generic_type_for_internal_format(GLenum internalFormat)
+{
+ if (_mesa_is_enum_format_unsigned_int(internalFormat))
+ return GL_UNSIGNED_BYTE;
+ else if (_mesa_is_enum_format_signed_int(internalFormat))
+ return GL_BYTE;
+ else
+ return GL_FLOAT;
+}
+
/* default implementation of QueryInternalFormat driverfunc, for
* drivers not implementing ARB_internalformat_query2.
*/
GLenum internalFormat, GLenum pname,
GLint *params)
{
- (void) ctx;
(void) target;
- (void) internalFormat;
switch (pname) {
case GL_SAMPLES:
params[0] = internalFormat;
break;
+ case GL_READ_PIXELS_FORMAT: {
+ GLenum base_format = _mesa_base_tex_format(ctx, internalFormat);
+ switch (base_format) {
+ case GL_STENCIL_INDEX:
+ case GL_DEPTH_COMPONENT:
+ case GL_DEPTH_STENCIL:
+ case GL_RED:
+ case GL_RGB:
+ case GL_BGR:
+ case GL_RGBA:
+ case GL_BGRA:
+ params[0] = base_format;
+ break;
+ default:
+ params[0] = GL_NONE;
+ break;
+ }
+ break;
+ }
+
+ case GL_READ_PIXELS_TYPE:
+ case GL_TEXTURE_IMAGE_TYPE:
+ case GL_GET_TEXTURE_IMAGE_TYPE: {
+ GLenum base_format = _mesa_base_tex_format(ctx, internalFormat);
+ if (base_format > 0)
+ params[0] = _mesa_generic_type_for_internal_format(internalFormat);
+ else
+ params[0] = GL_NONE;
+ break;
+ }
+
+ case GL_TEXTURE_IMAGE_FORMAT:
+ case GL_GET_TEXTURE_IMAGE_FORMAT: {
+ GLenum format = GL_NONE;
+ GLenum base_format = _mesa_base_tex_format(ctx, internalFormat);
+ if (base_format > 0) {
+ if (_mesa_is_enum_format_integer(internalFormat))
+ format = _mesa_base_format_to_integer_format(base_format);
+ else
+ format = base_format;
+ }
+
+ params[0] = format;
+ break;
+ }
+
case GL_MANUAL_GENERATE_MIPMAP:
case GL_AUTO_GENERATE_MIPMAP:
case GL_SRGB_READ:
case GL_GEOMETRY_TEXTURE:
case GL_FRAGMENT_TEXTURE:
case GL_COMPUTE_TEXTURE:
+ 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:
+ case GL_CLEAR_BUFFER:
+ case GL_TEXTURE_VIEW:
+ case GL_TEXTURE_SHADOW:
+ case GL_TEXTURE_GATHER:
+ case GL_TEXTURE_GATHER_SHADOW:
+ case GL_FRAMEBUFFER_RENDERABLE:
+ case GL_FRAMEBUFFER_RENDERABLE_LAYERED:
+ case GL_FRAMEBUFFER_BLEND:
+ case GL_FILTER:
params[0] = GL_FULL_SUPPORT;
break;
buffer[0] = GL_TRUE;
break;
+ case GL_FRAMEBUFFER_RENDERABLE_LAYERED:
+ if (!_mesa_has_EXT_texture_array(ctx) ||
+ _legal_target_for_framebuffer_texture_layer(ctx, target))
+ goto end;
+ /* fallthrough */
case GL_FRAMEBUFFER_RENDERABLE:
- /* @TODO */
- break;
+ case GL_FRAMEBUFFER_BLEND:
+ if (!_mesa_has_ARB_framebuffer_object(ctx))
+ goto end;
- case GL_FRAMEBUFFER_RENDERABLE_LAYERED:
- /* @TODO */
- break;
+ if (target == GL_TEXTURE_BUFFER ||
+ !_is_renderable(ctx, internalformat))
+ goto end;
- case GL_FRAMEBUFFER_BLEND:
- /* @TODO */
+ ctx->Driver.QueryInternalFormat(ctx, target, internalformat, pname,
+ buffer);
break;
case GL_READ_PIXELS:
- /* @TODO */
- break;
-
case GL_READ_PIXELS_FORMAT:
- /* @TODO */
- break;
-
case GL_READ_PIXELS_TYPE:
- /* @TODO */
+ ctx->Driver.QueryInternalFormat(ctx, target, internalformat, pname,
+ buffer);
break;
case GL_TEXTURE_IMAGE_FORMAT:
- /* @TODO */
- break;
-
- case GL_TEXTURE_IMAGE_TYPE:
- /* @TODO */
- break;
-
case GL_GET_TEXTURE_IMAGE_FORMAT:
- /* @TODO */
- break;
-
+ case GL_TEXTURE_IMAGE_TYPE:
case GL_GET_TEXTURE_IMAGE_TYPE:
- /* @TODO */
+ ctx->Driver.QueryInternalFormat(ctx, target, internalformat, pname,
+ buffer);
break;
case GL_MIPMAP:
break;
case GL_FILTER:
- /* @TODO */
+ /* If it doesn't allow to set sampler parameters then it would not allow
+ * to set a filter different to GL_NEAREST. In practice, this method
+ * only filters out MULTISAMPLE/MULTISAMPLE_ARRAY */
+ if (!_mesa_target_allows_setting_sampler_parameters(target))
+ goto end;
+
+ if (_mesa_is_enum_format_integer(internalformat))
+ goto end;
+
+ if (target == GL_TEXTURE_BUFFER)
+ goto end;
+
+ /* At this point we know that multi-texel filtering is supported. We
+ * need to call the driver to know if it is CAVEAT_SUPPORT or
+ * FULL_SUPPORT.
+ */
+ ctx->Driver.QueryInternalFormat(ctx, target, internalformat, pname,
+ buffer);
break;
case GL_VERTEX_TEXTURE:
buffer);
break;
+ case GL_TEXTURE_GATHER:
+ case GL_TEXTURE_GATHER_SHADOW:
+ if (!_mesa_has_ARB_texture_gather(ctx))
+ goto end;
+
+ /* fallthrough */
case GL_TEXTURE_SHADOW:
- /* @TODO */
- break;
+ /* Only depth or depth-stencil image formats make sense in shadow
+ samplers */
+ if (pname != GL_TEXTURE_GATHER &&
+ !_mesa_is_depth_format(internalformat) &&
+ !_mesa_is_depthstencil_format(internalformat))
+ goto end;
- case GL_TEXTURE_GATHER:
- /* @TODO */
- break;
+ /* Validate the target for shadow and gather operations */
+ switch (target) {
+ case GL_TEXTURE_2D:
+ case GL_TEXTURE_2D_ARRAY:
+ case GL_TEXTURE_CUBE_MAP:
+ case GL_TEXTURE_CUBE_MAP_ARRAY:
+ case GL_TEXTURE_RECTANGLE:
+ break;
- case GL_TEXTURE_GATHER_SHADOW:
- /* @TODO */
- break;
+ case GL_TEXTURE_1D:
+ case GL_TEXTURE_1D_ARRAY:
+ /* 1D and 1DArray textures are not admitted in gather operations */
+ if (pname != GL_TEXTURE_SHADOW)
+ goto end;
+ break;
- case GL_SHADER_IMAGE_LOAD:
- /* @TODO */
+ default:
+ goto end;
+ }
+
+ ctx->Driver.QueryInternalFormat(ctx, target, internalformat, pname,
+ buffer);
break;
+ case GL_SHADER_IMAGE_LOAD:
case GL_SHADER_IMAGE_STORE:
- /* @TODO */
+ if (!_mesa_has_ARB_shader_image_load_store(ctx))
+ goto end;
+
+ /* We call to _mesa_is_shader_image_format_supported
+ * using "internalformat" as parameter, because the
+ * the ARB_internalformat_query2 spec says:
+ * "In this case the <internalformat> is the value of the <format>
+ * parameter that is passed to BindImageTexture."
+ */
+ if (target == GL_RENDERBUFFER ||
+ !_mesa_is_shader_image_format_supported(ctx, internalformat))
+ goto end;
+
+ ctx->Driver.QueryInternalFormat(ctx, target, internalformat, pname,
+ buffer);
break;
case GL_SHADER_IMAGE_ATOMIC:
- /* @TODO */
+ if (!_mesa_has_ARB_shader_image_load_store(ctx))
+ goto end;
+
+ ctx->Driver.QueryInternalFormat(ctx, target, internalformat, pname,
+ buffer);
break;
- case GL_IMAGE_TEXEL_SIZE:
- /* @TODO */
+ case GL_IMAGE_TEXEL_SIZE: {
+ mesa_format image_format;
+
+ if (!_mesa_has_ARB_shader_image_load_store(ctx) ||
+ target == GL_RENDERBUFFER)
+ goto end;
+
+ image_format = _mesa_get_shader_image_format(internalformat);
+ if (image_format == MESA_FORMAT_NONE)
+ goto end;
+
+ /* We return bits */
+ buffer[0] = (_mesa_get_format_bytes(image_format) * 8);
break;
+ }
case GL_IMAGE_COMPATIBILITY_CLASS:
- /* @TODO */
+ if (!_mesa_has_ARB_shader_image_load_store(ctx) ||
+ target == GL_RENDERBUFFER)
+ goto end;
+
+ buffer[0] = _mesa_get_image_format_class(internalformat);
break;
- case GL_IMAGE_PIXEL_FORMAT:
- /* @TODO */
+ case GL_IMAGE_PIXEL_FORMAT: {
+ GLint base_format;
+
+ if (!_mesa_has_ARB_shader_image_load_store(ctx) ||
+ target == GL_RENDERBUFFER ||
+ !_mesa_is_shader_image_format_supported(ctx, internalformat))
+ goto end;
+
+ base_format = _mesa_base_tex_format(ctx, internalformat);
+ if (base_format == -1)
+ goto end;
+
+ if (_mesa_is_enum_format_integer(internalformat))
+ buffer[0] = _mesa_base_format_to_integer_format(base_format);
+ else
+ buffer[0] = base_format;
break;
+ }
- case GL_IMAGE_PIXEL_TYPE:
- /* @TODO */
+ case GL_IMAGE_PIXEL_TYPE: {
+ mesa_format image_format;
+ GLenum datatype;
+ GLuint comps;
+
+ if (!_mesa_has_ARB_shader_image_load_store(ctx) ||
+ target == GL_RENDERBUFFER)
+ goto end;
+
+ image_format = _mesa_get_shader_image_format(internalformat);
+ if (image_format == MESA_FORMAT_NONE)
+ goto end;
+
+ _mesa_uncompressed_format_to_type_and_comps(image_format, &datatype,
+ &comps);
+ if (!datatype)
+ goto end;
+
+ buffer[0] = datatype;
break;
+ }
case GL_IMAGE_FORMAT_COMPATIBILITY_TYPE: {
if (!_mesa_has_ARB_shader_image_load_store(ctx))
}
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:
- /* @TODO */
+ buffer[0] = _mesa_is_compressed_format(ctx, internalformat);
break;
case GL_TEXTURE_COMPRESSED_BLOCK_WIDTH:
- /* @TODO */
- break;
-
case GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT:
- /* @TODO */
- break;
+ case GL_TEXTURE_COMPRESSED_BLOCK_SIZE: {
+ mesa_format mesaformat;
+ GLint block_size;
- case GL_TEXTURE_COMPRESSED_BLOCK_SIZE:
- /* @TODO */
+ mesaformat = _mesa_glenum_to_compressed_format(internalformat);
+ if (mesaformat == MESA_FORMAT_NONE)
+ goto end;
+
+ block_size = _mesa_get_format_bytes(mesaformat);
+ assert(block_size > 0);
+
+ if (pname == GL_TEXTURE_COMPRESSED_BLOCK_SIZE) {
+ buffer[0] = block_size;
+ } else {
+ GLuint bwidth, bheight;
+
+ /* Returns the width and height in pixels. We return bytes */
+ _mesa_get_format_block_size(mesaformat, &bwidth, &bheight);
+ assert(bwidth > 0 && bheight > 0);
+
+ if (pname == GL_TEXTURE_COMPRESSED_BLOCK_WIDTH)
+ buffer[0] = block_size / bheight;
+ else
+ buffer[0] = block_size / bwidth;
+ }
break;
+ }
case GL_CLEAR_BUFFER:
- /* @TODO */
- break;
+ if (target != GL_TEXTURE_BUFFER)
+ goto end;
- case GL_TEXTURE_VIEW:
- /* @TODO */
+ ctx->Driver.QueryInternalFormat(ctx, target, internalformat, pname,
+ buffer);
break;
+ case GL_TEXTURE_VIEW:
case GL_VIEW_COMPATIBILITY_CLASS:
- /* @TODO */
+ if (!_mesa_has_ARB_texture_view(ctx) ||
+ target == GL_TEXTURE_BUFFER ||
+ target == GL_RENDERBUFFER)
+ goto end;
+
+ if (pname == GL_TEXTURE_VIEW) {
+ ctx->Driver.QueryInternalFormat(ctx, target, internalformat, pname,
+ buffer);
+ } else {
+ GLenum view_class = _mesa_texture_view_lookup_view_class(ctx,
+ internalformat);
+ if (view_class == GL_FALSE)
+ goto end;
+
+ buffer[0] = view_class;
+ }
break;
default: