mesa: add texobj support for ARB_texture_multisample

Adds the new texture targets, and per-image state for GL_TEXTURE_SAMPLES
and GL_TEXTURE_FIXED_SAMPLE_LOCATIONS.

V2: - Allow multisample texture targets in glInvalidateTexSubImage too.
      This was already partly there, but I missed it the first time around
      since the interaction is defined in a newer extension. Fixed weird
      indentation.
    - Allow multisample array textures in glFramebufferTextureLayer.
      This was overlooked as the tests originally only used 2d
      multisample textures.

V3: - Set min/mag filters sensibly for multisample textures. This
      can't actually be changed by the user, so it's more sensible to
      initialize it correctly than to hack around it being bogus later.

V4: - Tidy up initial min/mag filter setup. Setup in
      _mesa_initialize_texture_object was bogus, but benign since
      finish_texture_init() clobbered everything with correct values. For V4,
      just do the setup in finish_texture_init().

V5: - Don't break glPopAttrib(GL_TEXTURE_BIT)

Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
[V2] Reviewed-by: Paul Berry <stereotype441@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This commit is contained in:
Chris Forbes
2012-11-24 21:46:56 +13:00
parent 0f83e415e4
commit d04a4dd003
10 changed files with 163 additions and 22 deletions

View File

@@ -92,6 +92,8 @@ _mesa_alloc_shared_state(struct gl_context *ctx)
for (i = 0; i < NUM_TEXTURE_TARGETS; i++) {
/* NOTE: the order of these enums matches the TEXTURE_x_INDEX values */
static const GLenum targets[] = {
GL_TEXTURE_2D_MULTISAMPLE,
GL_TEXTURE_2D_MULTISAMPLE_ARRAY,
GL_TEXTURE_CUBE_MAP_ARRAY,
GL_TEXTURE_BUFFER,
GL_TEXTURE_2D_ARRAY_EXT,