mesa: Add core API support for GL_ARB_stencil_texturing (from 4.3).
While the GL_ARB_stencil_texturing extension does not allow the creation of stencil textures, it does allow shaders to sample stencil values stored in packed depth/stencil textures. Specifically, applications can call glTexParameter* with a pname of GL_DEPTH_STENCIL_TEXTURE_MODE and value of either GL_DEPTH_COMPONENT or GL_STENCIL_INDEX to select which component they wish to sample. The default value is GL_DEPTH_COMPONENT (for traditional depth sampling). Shaders should use an unsigned integer sampler (presumably usampler2D) to access stencil data. Otherwise, results are undefined. Using shadow samplers with GL_STENCIL_INDEX selected also is undefined behavior. This patch creates a new gl_texture_object field, StencilSampling, to indicate that stencil should be sampled rather than depth. (I chose to use a boolean since I figured it would be more convenient for drivers.) It also introduces the [Get]TexParameter code to get and set the value, and of course the extension plumbing. v2: Also consider textures incomplete when sampling stencil with non-NEAREST min/mag filters (caught by Eric Anholt). Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Matt Turner <mattst88@gmail.com> Reviewed-by: Eric Anholt <eric@anholt.net>
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@ -158,7 +158,7 @@ GL 4.3:
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GL_ARB_robust_buffer_access_behavior not started
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GL_ARB_shader_image_size not started
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GL_ARB_shader_storage_buffer_object not started
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GL_ARB_stencil_texturing not started
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GL_ARB_stencil_texturing API exists, no drivers
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GL_ARB_texture_buffer_range DONE (nv50, nvc0, i965, r600, radeonsi)
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GL_ARB_texture_query_levels DONE (i965)
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GL_ARB_texture_storage_multisample DONE (all drivers that support GL_ARB_texture_multisample)
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@ -15,7 +15,7 @@
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</category>
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<category name="4.3">
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<enum name="DEPTH_STENCIL_TEXTURE_MODE" value="0x90EA"/>
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</category>
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</OpenGLAPI>
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@ -138,6 +138,7 @@ static const struct extension extension_table[] = {
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{ "GL_ARB_shading_language_packing", o(ARB_shading_language_packing), GL, 2011 },
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{ "GL_ARB_shading_language_420pack", o(ARB_shading_language_420pack), GL, 2011 },
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{ "GL_ARB_shadow", o(ARB_shadow), GLL, 2001 },
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{ "GL_ARB_stencil_texturing", o(ARB_stencil_texturing), GL, 2012 },
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{ "GL_ARB_sync", o(ARB_sync), GL, 2003 },
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{ "GL_ARB_texture_border_clamp", o(ARB_texture_border_clamp), GLL, 2000 },
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{ "GL_ARB_texture_buffer_object", o(ARB_texture_buffer_object), GLC, 2008 },
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@ -1199,6 +1199,7 @@ struct gl_texture_object
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struct gl_sampler_object Sampler;
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GLenum DepthMode; /**< GL_ARB_depth_texture */
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bool StencilSampling; /**< Should we sample stencil instead of depth? */
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GLfloat Priority; /**< in [0,1] */
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GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
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@ -3526,6 +3527,7 @@ struct gl_extensions
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GLboolean ARB_shading_language_packing;
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GLboolean ARB_shading_language_420pack;
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GLboolean ARB_shadow;
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GLboolean ARB_stencil_texturing;
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GLboolean ARB_sync;
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GLboolean ARB_texture_border_clamp;
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GLboolean ARB_texture_buffer_object;
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@ -148,6 +148,7 @@ _mesa_initialize_texture_object( struct gl_context *ctx,
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obj->Sampler.CompareMode = GL_NONE; /* ARB_shadow */
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obj->Sampler.CompareFunc = GL_LEQUAL; /* ARB_shadow */
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obj->DepthMode = ctx->API == API_OPENGL_CORE ? GL_RED : GL_LUMINANCE;
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obj->StencilSampling = false;
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obj->Sampler.CubeMapSeamless = GL_FALSE;
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obj->Swizzle[0] = GL_RED;
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obj->Swizzle[1] = GL_GREEN;
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@ -280,6 +281,7 @@ _mesa_copy_texture_object( struct gl_texture_object *dest,
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dest->Sampler.CompareFunc = src->Sampler.CompareFunc;
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dest->Sampler.CubeMapSeamless = src->Sampler.CubeMapSeamless;
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dest->DepthMode = src->DepthMode;
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dest->StencilSampling = src->StencilSampling;
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dest->Sampler.sRGBDecode = src->Sampler.sRGBDecode;
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dest->_MaxLevel = src->_MaxLevel;
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dest->_MaxLambda = src->_MaxLambda;
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@ -114,6 +114,20 @@ _mesa_is_texture_complete(const struct gl_texture_object *texObj,
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return GL_FALSE;
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}
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/* From the ARB_stencil_texturing specification:
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* "Add a new bullet point for the conditions that cause the texture
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* to not be complete:
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*
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* * The internal format of the texture is DEPTH_STENCIL, the
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* DEPTH_STENCIL_TEXTURE_MODE for the texture is STENCIL_INDEX and either
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* the magnification filter or the minification filter is not NEAREST."
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*/
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if (texObj->StencilSampling &&
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texObj->Image[0][texObj->BaseLevel]->_BaseFormat == GL_DEPTH_STENCIL &&
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(sampler->MagFilter != GL_NEAREST || sampler->MinFilter != GL_NEAREST)) {
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return GL_FALSE;
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}
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if (_mesa_is_mipmap_filter(sampler))
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return texObj->_MipmapComplete;
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else
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@ -451,6 +451,20 @@ set_tex_parameteri(struct gl_context *ctx,
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}
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goto invalid_pname;
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case GL_DEPTH_STENCIL_TEXTURE_MODE:
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if (_mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_stencil_texturing) {
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bool stencil = params[0] == GL_STENCIL_INDEX;
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if (!stencil && params[0] != GL_DEPTH_COMPONENT)
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goto invalid_param;
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if (texObj->StencilSampling == stencil)
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return GL_FALSE;
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texObj->StencilSampling = stencil;
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return GL_TRUE;
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}
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goto invalid_pname;
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case GL_TEXTURE_CROP_RECT_OES:
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if (ctx->API != API_OPENGLES || !ctx->Extensions.OES_draw_texture)
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goto invalid_pname;
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@ -707,6 +721,7 @@ _mesa_TexParameterf(GLenum target, GLenum pname, GLfloat param)
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case GL_TEXTURE_COMPARE_MODE_ARB:
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case GL_TEXTURE_COMPARE_FUNC_ARB:
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case GL_DEPTH_TEXTURE_MODE_ARB:
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case GL_DEPTH_STENCIL_TEXTURE_MODE:
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case GL_TEXTURE_SRGB_DECODE_EXT:
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case GL_TEXTURE_CUBE_MAP_SEAMLESS:
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case GL_TEXTURE_SWIZZLE_R_EXT:
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@ -762,6 +777,7 @@ _mesa_TexParameterfv(GLenum target, GLenum pname, const GLfloat *params)
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case GL_TEXTURE_COMPARE_MODE_ARB:
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case GL_TEXTURE_COMPARE_FUNC_ARB:
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case GL_DEPTH_TEXTURE_MODE_ARB:
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case GL_DEPTH_STENCIL_TEXTURE_MODE:
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case GL_TEXTURE_SRGB_DECODE_EXT:
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case GL_TEXTURE_CUBE_MAP_SEAMLESS:
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{
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@ -1459,6 +1475,12 @@ _mesa_GetTexParameterfv( GLenum target, GLenum pname, GLfloat *params )
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goto invalid_pname;
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*params = (GLfloat) obj->DepthMode;
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break;
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case GL_DEPTH_STENCIL_TEXTURE_MODE:
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if (!_mesa_is_desktop_gl(ctx) || !ctx->Extensions.ARB_stencil_texturing)
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goto invalid_pname;
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*params = (GLfloat)
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(obj->StencilSampling ? GL_STENCIL_INDEX : GL_DEPTH_COMPONENT);
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break;
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case GL_TEXTURE_LOD_BIAS:
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if (_mesa_is_gles(ctx))
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goto invalid_pname;
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@ -1673,6 +1695,12 @@ _mesa_GetTexParameteriv( GLenum target, GLenum pname, GLint *params )
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goto invalid_pname;
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*params = (GLint) obj->DepthMode;
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break;
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case GL_DEPTH_STENCIL_TEXTURE_MODE:
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if (!_mesa_is_desktop_gl(ctx) || !ctx->Extensions.ARB_stencil_texturing)
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goto invalid_pname;
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*params = (GLint)
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(obj->StencilSampling ? GL_STENCIL_INDEX : GL_DEPTH_COMPONENT);
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break;
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case GL_TEXTURE_LOD_BIAS:
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if (_mesa_is_gles(ctx))
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goto invalid_pname;
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