Initial implementation of MESA_texture_array
Shadow sampling from texture arrays is still not implemented. Everything else should be there, though.
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@@ -425,12 +425,18 @@ StateVars = [
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( "GL_TEXTURE_1D", GLboolean, ["_mesa_IsEnabled(GL_TEXTURE_1D)"], "", None ),
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( "GL_TEXTURE_2D", GLboolean, ["_mesa_IsEnabled(GL_TEXTURE_2D)"], "", None ),
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( "GL_TEXTURE_3D", GLboolean, ["_mesa_IsEnabled(GL_TEXTURE_3D)"], "", None ),
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( "GL_TEXTURE_1D_ARRAY_EXT", GLboolean, ["_mesa_IsEnabled(GL_TEXTURE_1D_ARRAY_EXT)"], "", ["MESA_texture_array"] ),
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( "GL_TEXTURE_2D_ARRAY_EXT", GLboolean, ["_mesa_IsEnabled(GL_TEXTURE_2D_ARRAY_EXT)"], "", ["MESA_texture_array"] ),
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( "GL_TEXTURE_BINDING_1D", GLint,
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["ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current1D->Name"], "", None ),
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( "GL_TEXTURE_BINDING_2D", GLint,
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["ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current2D->Name"], "", None ),
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( "GL_TEXTURE_BINDING_3D", GLint,
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["ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current3D->Name"], "", None ),
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( "GL_TEXTURE_BINDING_1D_ARRAY_EXT", GLint,
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["ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current1DArray->Name"], "", ["MESA_texture_array"] ),
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( "GL_TEXTURE_BINDING_2D_ARRAY_EXT", GLint,
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["ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current2DArray->Name"], "", ["MESA_texture_array"] ),
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( "GL_TEXTURE_ENV_COLOR", GLfloatN,
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["color[0]", "color[1]", "color[2]", "color[3]"],
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"const GLfloat *color = ctx->Texture.Unit[ctx->Texture.CurrentUnit].EnvColor;",
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