glx: Fix image size computation for EXT_texture_integer (v2)
authorAdam Jackson <ajax@redhat.com>
Tue, 21 Jul 2015 15:43:42 +0000 (11:43 -0400)
committerAdam Jackson <ajax@redhat.com>
Fri, 31 Jul 2015 16:32:16 +0000 (12:32 -0400)
Without this this extension basically can't work in indirect contexts,
TexImage2D will compute the image size as 0 and we'll send no image data
to the server.

v2: Add EXT_texture_integer to the client extension list too (Ian)

Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Adam Jackson <ajax@redhat.com>
src/glx/compsize.c
src/glx/glxextensions.c

index 99c7763c7f99793d932e29a773c98c07b3cc9f1a..805591914c5cdce03d7dbb931e70df3c3e76a83b 100644 (file)
@@ -65,6 +65,8 @@ __glElementsPerGroup(GLenum format, GLenum type)
    switch (format) {
    case GL_RGB:
    case GL_BGR:
+   case GL_RGB_INTEGER_EXT:
+   case GL_BGR_INTEGER_EXT:
       return 3;
    case GL_RG:
    case GL_422_EXT:
@@ -74,10 +76,13 @@ __glElementsPerGroup(GLenum format, GLenum type)
    case GL_DEPTH_STENCIL_NV:
    case GL_YCBCR_422_APPLE:
    case GL_LUMINANCE_ALPHA:
+   case GL_LUMINANCE_ALPHA_INTEGER_EXT:
       return 2;
    case GL_RGBA:
    case GL_BGRA:
    case GL_ABGR_EXT:
+   case GL_RGBA_INTEGER_EXT:
+   case GL_BGRA_INTEGER_EXT:
       return 4;
    case GL_COLOR_INDEX:
    case GL_STENCIL_INDEX:
@@ -88,6 +93,11 @@ __glElementsPerGroup(GLenum format, GLenum type)
    case GL_ALPHA:
    case GL_LUMINANCE:
    case GL_INTENSITY:
+   case GL_RED_INTEGER_EXT:
+   case GL_GREEN_INTEGER_EXT:
+   case GL_BLUE_INTEGER_EXT:
+   case GL_ALPHA_INTEGER_EXT:
+   case GL_LUMINANCE_INTEGER_EXT:
       return 1;
    default:
       return 0;
index cb8cd665a88839ea93bbe6611b829048d2da4e57..3b29aef1234735fefb3637d19d6966221f516f04 100644 (file)
@@ -241,6 +241,7 @@ static const struct extension_info known_gl_extensions[] = {
    { GL(EXT_texture_env_combine),        VER(1,3), Y, N, N, N },
    { GL(EXT_texture_env_dot3),           VER(0,0), Y, N, N, N },
    { GL(EXT_texture_filter_anisotropic), VER(0,0), Y, N, N, N },
+   { GL(EXT_texture_integer),            VER(0,0), Y, N, N, N },
    { GL(EXT_texture_lod),                VER(1,2), Y, N, N, N },
    { GL(EXT_texture_lod_bias),           VER(1,4), Y, N, N, N },
    { GL(EXT_texture_mirror_clamp),       VER(0,0), Y, N, N, N },