/*
* Mesa 3-D graphics library
- * Version: 6.5
*
* Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
*/
_mesa_new_texture_object( struct gl_context *ctx, GLuint name, GLenum target );
extern void
-_mesa_initialize_texture_object( struct gl_texture_object *obj,
+_mesa_initialize_texture_object( struct gl_context *ctx,
+ struct gl_texture_object *obj,
GLuint name, GLenum target );
+extern int
+_mesa_tex_target_to_index(const struct gl_context *ctx, GLenum target);
+
extern void
_mesa_delete_texture_object( struct gl_context *ctx,
struct gl_texture_object *obj );
}
+/**
+ * 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,
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
_mesa_cube_complete(const struct gl_texture_object *texObj);
extern void
-_mesa_dirty_texobj(struct gl_context *ctx, struct gl_texture_object *texObj,
- GLboolean invalidate_state);
+_mesa_dirty_texobj(struct gl_context *ctx, struct gl_texture_object *texObj);
extern struct gl_texture_object *
_mesa_get_fallback_texture(struct gl_context *ctx, gl_texture_index tex);