swrast: implement GL_ARB_texture_storage
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@@ -218,6 +218,9 @@ _mesa_init_driver_functions(struct dd_function_table *driver)
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driver->EndList = NULL;
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driver->BeginCallList = NULL;
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driver->EndCallList = NULL;
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/* GL_ARB_texture_storage */
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driver->AllocTextureStorage = _swrast_AllocTextureStorage;
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}
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@@ -422,6 +422,7 @@ _mesa_enable_sw_extensions(struct gl_context *ctx)
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ctx->Extensions.ARB_texture_non_power_of_two = GL_TRUE;
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ctx->Extensions.ARB_texture_rg = GL_TRUE;
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ctx->Extensions.ARB_texture_compression_rgtc = GL_TRUE;
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ctx->Extensions.ARB_texture_storage = GL_TRUE;
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ctx->Extensions.ARB_vertex_array_object = GL_TRUE;
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#if FEATURE_ARB_vertex_program
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ctx->Extensions.ARB_vertex_program = GL_TRUE;
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@@ -359,3 +359,35 @@ _swrast_unmap_renderbuffers(struct gl_context *ctx)
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if (ctx->ReadBuffer != ctx->DrawBuffer)
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map_unmap_renderbuffers(ctx, ctx->ReadBuffer, GL_FALSE);
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}
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/**
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* Called via ctx->Driver.AllocTextureStorage()
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* Just have to allocate memory for the texture images.
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*/
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GLboolean
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_swrast_AllocTextureStorage(struct gl_context *ctx,
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struct gl_texture_object *texObj,
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GLsizei levels, GLsizei width,
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GLsizei height, GLsizei depth)
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{
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const GLint numFaces = (texObj->Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
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GLint face, level;
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for (face = 0; face < numFaces; face++) {
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for (level = 0; level < levels; level++) {
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struct gl_texture_image *texImage = texObj->Image[face][level];
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if (!_swrast_alloc_texture_image_buffer(ctx, texImage,
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texImage->TexFormat,
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texImage->Width,
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texImage->Height,
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texImage->Depth)) {
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return GL_FALSE;
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}
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}
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}
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return GL_TRUE;
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}
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@@ -249,6 +249,13 @@ _swrast_finish_render_texture(struct gl_context *ctx,
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extern GLboolean
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_swrast_AllocTextureStorage(struct gl_context *ctx,
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struct gl_texture_object *texObj,
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GLsizei levels, GLsizei width,
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GLsizei height, GLsizei depth);
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/**
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* The driver interface for the software rasterizer.
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* XXX this may go away.
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