fixed problems with texel component size queries in glGetTexLevelParameter()
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@ -1,4 +1,4 @@
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/* $Id: texstate.c,v 1.46 2001/04/20 19:21:41 brianp Exp $ */
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/* $Id: texstate.c,v 1.47 2001/04/24 16:11:35 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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@ -1124,6 +1124,7 @@ _mesa_GetTexLevelParameteriv( GLenum target, GLint level,
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const struct gl_texture_image *img = NULL;
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GLuint dimensions;
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GLboolean isProxy;
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GLenum baseIntFormat;
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ASSERT_OUTSIDE_BEGIN_END(ctx);
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if (level < 0 || level >= ctx->Const.MaxTextureLevels) {
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@ -1147,6 +1148,8 @@ _mesa_GetTexLevelParameteriv( GLenum target, GLint level,
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return;
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}
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baseIntFormat = _mesa_base_tex_format(ctx, img->IntFormat);
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isProxy = (target == GL_PROXY_TEXTURE_1D) ||
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(target == GL_PROXY_TEXTURE_2D) ||
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(target == GL_PROXY_TEXTURE_3D) ||
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@ -1169,25 +1172,56 @@ _mesa_GetTexLevelParameteriv( GLenum target, GLint level,
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*params = img->Border;
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return;
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case GL_TEXTURE_RED_SIZE:
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if (baseIntFormat == GL_RGB ||
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baseIntFormat == GL_RGBA)
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*params = img->TexFormat->RedBits;
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else
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*params = 0;
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return;
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case GL_TEXTURE_GREEN_SIZE:
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if (baseIntFormat == GL_RGB ||
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baseIntFormat == GL_RGBA)
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*params = img->TexFormat->GreenBits;
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else
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*params = 0;
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return;
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case GL_TEXTURE_BLUE_SIZE:
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if (baseIntFormat == GL_RGB ||
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baseIntFormat == GL_RGBA)
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*params = img->TexFormat->BlueBits;
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else
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*params = 0;
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return;
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case GL_TEXTURE_ALPHA_SIZE:
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if (baseIntFormat == GL_ALPHA ||
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baseIntFormat == GL_LUMINANCE_ALPHA ||
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baseIntFormat == GL_RGBA)
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*params = img->TexFormat->AlphaBits;
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else
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*params = 0;
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return;
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case GL_TEXTURE_INTENSITY_SIZE:
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if (baseIntFormat != GL_INTENSITY)
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*params = 0;
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else if (img->TexFormat->IntensityBits > 0)
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*params = img->TexFormat->IntensityBits;
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else /* intensity probably stored as rgb texture */
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*params = MIN2(img->TexFormat->RedBits, img->TexFormat->GreenBits);
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return;
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case GL_TEXTURE_LUMINANCE_SIZE:
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if (baseIntFormat != GL_LUMINANCE &&
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baseIntFormat != GL_LUMINANCE_ALPHA)
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*params = 0;
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else if (img->TexFormat->LuminanceBits > 0)
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*params = img->TexFormat->LuminanceBits;
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else /* luminance probably stored as rgb texture */
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*params = MIN2(img->TexFormat->RedBits, img->TexFormat->GreenBits);
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return;
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case GL_TEXTURE_INDEX_SIZE_EXT:
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if (baseIntFormat == GL_COLOR_INDEX)
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*params = img->TexFormat->IndexBits;
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else
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*params = 0;
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return;
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case GL_DEPTH_BITS:
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/* XXX this isn't in the GL_SGIX_depth_texture spec
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