_mesa_lookup_enum_by_nr(origInternalFormat));
return false;
}
+/**
+ * Helper function for TexStorage and teximagemultisample to set immutable
+ * texture state needed by ARB_texture_view.
+ */
+void
+_mesa_set_texture_view_state(struct gl_context *ctx,
+ struct gl_texture_object *texObj,
+ GLenum target, GLuint levels)
+{
+ struct gl_texture_image *texImage;
+
+ /* Get a reference to what will become this View's base level */
+ texImage = _mesa_select_tex_image(ctx, texObj, target, 0);
+
+ /* When an immutable texture is created via glTexStorage or glTexImageMultisample,
+ * TEXTURE_IMMUTABLE_FORMAT becomes TRUE.
+ * TEXTURE_IMMUTABLE_LEVELS and TEXTURE_VIEW_NUM_LEVELS become levels.
+ * If the texture target is TEXTURE_1D_ARRAY then
+ * TEXTURE_VIEW_NUM_LAYERS becomes height.
+ * If the texture target is TEXTURE_2D_ARRAY, TEXTURE_CUBE_MAP_ARRAY,
+ * or TEXTURE_2D_MULTISAMPLE_ARRAY then TEXTURE_VIEW_NUM_LAYERS becomes depth.
+ * If the texture target is TEXTURE_CUBE_MAP, then
+ * TEXTURE_VIEW_NUM_LAYERS becomes 6.
+ * For any other texture target, TEXTURE_VIEW_NUM_LAYERS becomes 1.
+ *
+ * ARB_texture_multisample: Multisample textures do
+ * not have multiple image levels.
+ */
+
+ texObj->Immutable = GL_TRUE;
+ texObj->ImmutableLevels = levels;
+ texObj->MinLevel = 0;
+ texObj->NumLevels = levels;
+ texObj->MinLayer = 0;
+ texObj->NumLayers = 1;
+ switch (target) {
+ case GL_TEXTURE_1D_ARRAY:
+ texObj->NumLayers = texImage->Height;
+ break;
+
+ case GL_TEXTURE_2D_MULTISAMPLE:
+ texObj->NumLevels = 1;
+ texObj->ImmutableLevels = 1;
+ break;
+
+ case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
+ texObj->NumLevels = 1;
+ texObj->ImmutableLevels = 1;
+ /* fall through to set NumLayers */
+
+ case GL_TEXTURE_2D_ARRAY:
+ case GL_TEXTURE_CUBE_MAP_ARRAY:
+ texObj->NumLayers = texImage->Depth;
+ break;
+
+ case GL_TEXTURE_CUBE_MAP:
+ texObj->NumLayers = 6;
+ break;
+
+ }
+}
/**
* glTextureView (ARB_texture_view)