GL_ARB_robust_buffer_access_behavior not started
GL_ARB_shader_image_size not started
GL_ARB_shader_storage_buffer_object not started
- GL_ARB_stencil_texturing not started
+ GL_ARB_stencil_texturing API exists, no drivers
GL_ARB_texture_buffer_range DONE (nv50, nvc0, i965, r600, radeonsi)
GL_ARB_texture_query_levels DONE (i965)
GL_ARB_texture_storage_multisample DONE (all drivers that support GL_ARB_texture_multisample)
</category>
<category name="4.3">
-
+ <enum name="DEPTH_STENCIL_TEXTURE_MODE" value="0x90EA"/>
</category>
</OpenGLAPI>
{ "GL_ARB_shading_language_packing", o(ARB_shading_language_packing), GL, 2011 },
{ "GL_ARB_shading_language_420pack", o(ARB_shading_language_420pack), GL, 2011 },
{ "GL_ARB_shadow", o(ARB_shadow), GLL, 2001 },
+ { "GL_ARB_stencil_texturing", o(ARB_stencil_texturing), GL, 2012 },
{ "GL_ARB_sync", o(ARB_sync), GL, 2003 },
{ "GL_ARB_texture_border_clamp", o(ARB_texture_border_clamp), GLL, 2000 },
{ "GL_ARB_texture_buffer_object", o(ARB_texture_buffer_object), GLC, 2008 },
struct gl_sampler_object Sampler;
GLenum DepthMode; /**< GL_ARB_depth_texture */
+ bool StencilSampling; /**< Should we sample stencil instead of depth? */
GLfloat Priority; /**< in [0,1] */
GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
GLboolean ARB_shading_language_packing;
GLboolean ARB_shading_language_420pack;
GLboolean ARB_shadow;
+ GLboolean ARB_stencil_texturing;
GLboolean ARB_sync;
GLboolean ARB_texture_border_clamp;
GLboolean ARB_texture_buffer_object;
obj->Sampler.CompareMode = GL_NONE; /* ARB_shadow */
obj->Sampler.CompareFunc = GL_LEQUAL; /* ARB_shadow */
obj->DepthMode = ctx->API == API_OPENGL_CORE ? GL_RED : GL_LUMINANCE;
+ obj->StencilSampling = false;
obj->Sampler.CubeMapSeamless = GL_FALSE;
obj->Swizzle[0] = GL_RED;
obj->Swizzle[1] = GL_GREEN;
dest->Sampler.CompareFunc = src->Sampler.CompareFunc;
dest->Sampler.CubeMapSeamless = src->Sampler.CubeMapSeamless;
dest->DepthMode = src->DepthMode;
+ dest->StencilSampling = src->StencilSampling;
dest->Sampler.sRGBDecode = src->Sampler.sRGBDecode;
dest->_MaxLevel = src->_MaxLevel;
dest->_MaxLambda = src->_MaxLambda;
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
}
goto invalid_pname;
+ case GL_DEPTH_STENCIL_TEXTURE_MODE:
+ if (_mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_stencil_texturing) {
+ bool stencil = params[0] == GL_STENCIL_INDEX;
+ if (!stencil && params[0] != GL_DEPTH_COMPONENT)
+ goto invalid_param;
+
+ if (texObj->StencilSampling == stencil)
+ return GL_FALSE;
+
+ texObj->StencilSampling = stencil;
+ return GL_TRUE;
+ }
+ goto invalid_pname;
+
case GL_TEXTURE_CROP_RECT_OES:
if (ctx->API != API_OPENGLES || !ctx->Extensions.OES_draw_texture)
goto invalid_pname;
case GL_TEXTURE_COMPARE_MODE_ARB:
case GL_TEXTURE_COMPARE_FUNC_ARB:
case GL_DEPTH_TEXTURE_MODE_ARB:
+ case GL_DEPTH_STENCIL_TEXTURE_MODE:
case GL_TEXTURE_SRGB_DECODE_EXT:
case GL_TEXTURE_CUBE_MAP_SEAMLESS:
case GL_TEXTURE_SWIZZLE_R_EXT:
case GL_TEXTURE_COMPARE_MODE_ARB:
case GL_TEXTURE_COMPARE_FUNC_ARB:
case GL_DEPTH_TEXTURE_MODE_ARB:
+ case GL_DEPTH_STENCIL_TEXTURE_MODE:
case GL_TEXTURE_SRGB_DECODE_EXT:
case GL_TEXTURE_CUBE_MAP_SEAMLESS:
{
goto invalid_pname;
*params = (GLfloat) obj->DepthMode;
break;
+ case GL_DEPTH_STENCIL_TEXTURE_MODE:
+ if (!_mesa_is_desktop_gl(ctx) || !ctx->Extensions.ARB_stencil_texturing)
+ goto invalid_pname;
+ *params = (GLfloat)
+ (obj->StencilSampling ? GL_STENCIL_INDEX : GL_DEPTH_COMPONENT);
+ break;
case GL_TEXTURE_LOD_BIAS:
if (_mesa_is_gles(ctx))
goto invalid_pname;
goto invalid_pname;
*params = (GLint) obj->DepthMode;
break;
+ case GL_DEPTH_STENCIL_TEXTURE_MODE:
+ if (!_mesa_is_desktop_gl(ctx) || !ctx->Extensions.ARB_stencil_texturing)
+ goto invalid_pname;
+ *params = (GLint)
+ (obj->StencilSampling ? GL_STENCIL_INDEX : GL_DEPTH_COMPONENT);
+ break;
case GL_TEXTURE_LOD_BIAS:
if (_mesa_is_gles(ctx))
goto invalid_pname;