From: Antia Puentes Date: Sat, 19 Dec 2015 19:17:11 +0000 (+0100) Subject: mesa/formatquery: Added simultaneous texture and depth/stencil queries X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=467f462c75281083f91846f176d6fd4a5d1afbbd;p=mesa.git mesa/formatquery: Added simultaneous texture and depth/stencil queries From the ARB_internalformat_query2 specification: "- SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST: The support for using the resource both as a source for texture sampling while it is bound as a buffer for depth test is written to . For example, a depth (or stencil) texture could be bound simultaneously for texturing while it is bound as a depth (and/or stencil) buffer without causing a feedback loop, provided that depth writes are disabled. - SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST: The support for using the resource both as a source for texture sampling while it is bound as a buffer for stencil test is written to . For example, a depth (or stencil) texture could be bound simultaneously for texturing while it is bound as a depth (and/or stencil) buffer without causing a feedback loop, provided that stencil writes are disabled. - SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE: The support for using the resource both as a source for texture sampling while performing depth writes to the resources is written to . For example, a depth-stencil texture could be bound simultaneously for stencil texturing while it is bound as a depth buffer. Feedback loops cannot occur because sampling a stencil texture only returns the stencil portion, and thus writes to the depth buffer do not modify the stencil portions. - SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE: The support for using the resource both as a source for texture sampling while performing stencil writes to the resources is written to . For example, a depth-stencil texture could be bound simultaneously for depth-texturing while it is bound as a stencil buffer. Feedback loops cannot occur because sampling a depth texture only returns the depth portion, and thus writes to the stencil buffer could not modify the depth portions. For all of them, "Possible values returned are FULL_SUPPORT, CAVEAT_SUPPORT, or NONE. If the resource or operation is not supported, NONE is returned." Reviewed-by: Dave Airlie --- diff --git a/src/mesa/main/formatquery.c b/src/mesa/main/formatquery.c index 289f133114d..c2b896c7304 100644 --- a/src/mesa/main/formatquery.c +++ b/src/mesa/main/formatquery.c @@ -611,6 +611,10 @@ _mesa_query_internal_format_default(struct gl_context *ctx, GLenum target, case GL_SHADER_IMAGE_LOAD: case GL_SHADER_IMAGE_STORE: case GL_SHADER_IMAGE_ATOMIC: + case GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST: + case GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST: + case GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE: + case GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE: params[0] = GL_FULL_SUPPORT; break; @@ -1307,19 +1311,24 @@ _mesa_GetInternalformativ(GLenum target, GLenum internalformat, GLenum pname, } case GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST: - /* @TODO */ - break; - case GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST: - /* @TODO */ - break; - case GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE: - /* @TODO */ - break; - case GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE: - /* @TODO */ + if (target == GL_RENDERBUFFER) + goto end; + + if (!_mesa_is_depthstencil_format(internalformat)) { + if (((pname == GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST || + pname == GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE) && + !_mesa_is_depth_format(internalformat)) || + ((pname == GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST || + pname == GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE) && + !_mesa_is_stencil_format(internalformat))) + goto end; + } + + ctx->Driver.QueryInternalFormat(ctx, target, internalformat, pname, + buffer); break; case GL_TEXTURE_COMPRESSED: