case GL_FRAMEBUFFER_RENDERABLE:
case GL_FRAMEBUFFER_RENDERABLE_LAYERED:
case GL_FRAMEBUFFER_BLEND:
+ case GL_FILTER:
params[0] = GL_FULL_SUPPORT;
break;
break;
case GL_FILTER:
- /* @TODO */
+ /* If it doesn't allow to set sampler parameters then it would not allow
+ * to set a filter different to GL_NEAREST. In practice, this method
+ * only filters out MULTISAMPLE/MULTISAMPLE_ARRAY */
+ if (!_mesa_target_allows_setting_sampler_parameters(target))
+ goto end;
+
+ if (_mesa_is_enum_format_integer(internalformat))
+ goto end;
+
+ if (target == GL_TEXTURE_BUFFER)
+ goto end;
+
+ /* At this point we know that multi-texel filtering is supported. We
+ * need to call the driver to know if it is CAVEAT_SUPPORT or
+ * FULL_SUPPORT.
+ */
+ ctx->Driver.QueryInternalFormat(ctx, target, internalformat, pname,
+ buffer);
break;
case GL_VERTEX_TEXTURE: