st_init_texture_functions(struct dd_function_table *functions)
{
functions->ChooseTextureFormat = st_ChooseTextureFormat;
+ functions->QuerySamplesForFormat = st_QuerySamplesForFormat;
functions->TexImage = st_TexImage;
functions->TexSubImage = _mesa_store_texsubimage;
functions->CompressedTexSubImage = _mesa_store_compressed_texsubimage;
ctx->Extensions.ARB_fragment_shader = GL_TRUE;
ctx->Extensions.ARB_half_float_pixel = GL_TRUE;
ctx->Extensions.ARB_half_float_vertex = GL_TRUE;
+ ctx->Extensions.ARB_internalformat_query = GL_TRUE;
ctx->Extensions.ARB_map_buffer_range = GL_TRUE;
ctx->Extensions.ARB_shader_objects = GL_TRUE;
ctx->Extensions.ARB_shading_language_100 = GL_TRUE;
}
+/**
+ * Called via ctx->Driver.ChooseTextureFormat().
+ */
+size_t
+st_QuerySamplesForFormat(struct gl_context *ctx, GLenum internalFormat,
+ int samples[16])
+{
+ struct pipe_screen *screen = st_context(ctx)->pipe->screen;
+ enum pipe_format format;
+ unsigned i, bind, num_sample_counts = 0;
+
+ if (_mesa_is_depth_or_stencil_format(internalFormat))
+ bind = PIPE_BIND_DEPTH_STENCIL;
+ else
+ bind = PIPE_BIND_RENDER_TARGET;
+
+ /* Set sample counts in descending order. */
+ for (i = 16; i > 1; i--) {
+ format = st_choose_format(screen, internalFormat, GL_NONE, GL_NONE,
+ PIPE_TEXTURE_2D, i, bind);
+
+ if (format != PIPE_FORMAT_NONE) {
+ samples[num_sample_counts++] = i;
+ }
+ }
+
+ if (!num_sample_counts) {
+ samples[num_sample_counts++] = 1;
+ }
+
+ return num_sample_counts;
+}
+
+
GLboolean
st_sampler_compat_formats(enum pipe_format format1, enum pipe_format format2)
{
GLint internalFormat,
GLenum format, GLenum type);
+size_t
+st_QuerySamplesForFormat(struct gl_context *ctx, GLenum internalFormat,
+ int samples[16]);
/* can we use a sampler view to translate these formats
only used to make TFP so far */