}
-/**
- * Return number of faces for a texture target. This will be 6 for
- * cube maps (and cube map arrays) and 1 otherwise.
- * NOTE: this function is not used for cube map arrays which operate
- * more like 2D arrays than cube maps.
- */
-static inline GLuint
-_mesa_num_tex_faces(GLenum target)
-{
- switch (target) {
- case GL_TEXTURE_CUBE_MAP:
- case GL_PROXY_TEXTURE_CUBE_MAP:
- return 6;
- default:
- return 1;
- }
-}
-
-
/** Is the texture "complete" with respect to the given sampler state? */
static inline GLboolean
_mesa_is_texture_complete(const struct gl_texture_object *texObj,
const struct gl_sampler_object *sampler)
{
- if (texObj->_IsIntegerFormat &&
+ /*
+ * According to ARB_stencil_texturing, NEAREST_MIPMAP_NEAREST would
+ * be forbidden, however it is allowed per GL 4.5 rules, allow it
+ * even without GL 4.5 since it was a spec mistake.
+ */
+ if ((texObj->_IsIntegerFormat ||
+ (texObj->StencilSampling &&
+ texObj->Image[0][texObj->BaseLevel]->_BaseFormat == GL_DEPTH_STENCIL)) &&
(sampler->MagFilter != GL_NEAREST ||
(sampler->MinFilter != GL_NEAREST &&
sampler->MinFilter != GL_NEAREST_MIPMAP_NEAREST))) {
return GL_FALSE;
}
- /* From the ARB_stencil_texturing specification:
- * "Add a new bullet point for the conditions that cause the texture
- * to not be complete:
- *
- * * The internal format of the texture is DEPTH_STENCIL, the
- * DEPTH_STENCIL_TEXTURE_MODE for the texture is STENCIL_INDEX and either
- * the magnification filter or the minification filter is not NEAREST."
- */
- if (texObj->StencilSampling &&
- texObj->Image[0][texObj->BaseLevel]->_BaseFormat == GL_DEPTH_STENCIL &&
- (sampler->MagFilter != GL_NEAREST || sampler->MinFilter != GL_NEAREST)) {
- return GL_FALSE;
- }
-
if (_mesa_is_mipmap_filter(sampler))
return texObj->_MipmapComplete;
else
extern void
_mesa_lock_context_textures( struct gl_context *ctx );
-extern struct gl_texture_object *
-_mesa_create_nameless_texture(struct gl_context *ctx, GLenum target);
-
extern void
_mesa_delete_nameless_texture(struct gl_context *ctx,
struct gl_texture_object *texObj);