ctx->Extensions.ARB_texture_env_combine = true;
ctx->Extensions.ARB_texture_env_crossbar = true;
ctx->Extensions.ARB_texture_env_dot3 = true;
+ ctx->Extensions.ARB_texture_storage = true;
ctx->Extensions.ARB_vertex_array_object = true;
ctx->Extensions.ARB_vertex_program = true;
ctx->Extensions.ARB_vertex_shader = true;
return true;
}
+/**
+ * Called via ctx->Driver.AllocTextureStorage()
+ * Just have to allocate memory for the texture images.
+ */
+static GLboolean
+intel_alloc_texture_storage(struct gl_context *ctx,
+ struct gl_texture_object *texObj,
+ GLsizei levels, GLsizei width,
+ GLsizei height, GLsizei depth)
+{
+ const int numFaces = (texObj->Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
+ int face;
+ int level;
+
+ for (face = 0; face < numFaces; face++) {
+ for (level = 0; level < levels; level++) {
+ struct gl_texture_image *const texImage = texObj->Image[face][level];
+ if (!intel_alloc_texture_image_buffer(ctx, texImage))
+ return false;
+ }
+ }
+
+ return true;
+}
+
static void
intel_free_texture_image_buffer(struct gl_context * ctx,
struct gl_texture_image *texImage)
functions->DeleteTexture = intelDeleteTextureObject;
functions->AllocTextureImageBuffer = intel_alloc_texture_image_buffer;
functions->FreeTextureImageBuffer = intel_free_texture_image_buffer;
+ functions->AllocTextureStorage = intel_alloc_texture_storage;
functions->MapTextureImage = intel_map_texture_image;
functions->UnmapTextureImage = intel_unmap_texture_image;
}