Add support for GL_ARB_texture_border_clamp and GL_ARB_texture_mirrored_repeat,

tested using texwrap, fixing the sourcing of border constant values (use the
bytes, not the floats!).  Remove the fallback on GL_CLAMP_TO_EDGE, which acts
properly, and add a note to GL_CLAMP about nonconformance (whcih is what the
fallback for CLAMP_TO_EDGE was probably targeting).
This commit is contained in:
Eric Anholt
2005-10-24 08:02:44 +00:00
parent 6efd595bf5
commit 9192ab3f5d
2 changed files with 29 additions and 24 deletions
+2
View File
@@ -73,6 +73,8 @@ struct dri_extension card_extensions[] =
{
{ "GL_ARB_multisample", GL_ARB_multisample_functions },
{ "GL_ARB_multitexture", NULL },
{ "GL_ARB_texture_border_clamp", NULL },
{ "GL_ARB_texture_mirrored_repeat", NULL },
{ "GL_EXT_texture_lod_bias", NULL },
{ "GL_EXT_stencil_wrap", NULL },
{ "GL_NV_blend_square", NULL },
+27 -24
View File
@@ -383,14 +383,21 @@ sis_set_texobj_parm( GLcontext *ctx, struct gl_texture_object *texObj,
case GL_REPEAT:
current->texture[hw_unit].hwTextureSet |= MASK_TextureWrapU;
break;
case GL_MIRRORED_REPEAT:
current->texture[hw_unit].hwTextureSet |= MASK_TextureMirrorU;
break;
case GL_CLAMP:
current->texture[hw_unit].hwTextureSet |= MASK_TextureClampU;
/* XXX: GL_CLAMP isn't conformant, but falling back makes the situation
* worse in other programs at the moment.
*/
/*ok = 0;*/
break;
case GL_CLAMP_TO_EDGE:
/*
* ?? not support yet
*/
ok = 0;
current->texture[hw_unit].hwTextureSet |= MASK_TextureClampU;
break;
case GL_CLAMP_TO_BORDER:
current->texture[hw_unit].hwTextureSet |= MASK_TextureBorderU;
break;
}
@@ -399,34 +406,30 @@ sis_set_texobj_parm( GLcontext *ctx, struct gl_texture_object *texObj,
case GL_REPEAT:
current->texture[hw_unit].hwTextureSet |= MASK_TextureWrapV;
break;
case GL_MIRRORED_REPEAT:
current->texture[hw_unit].hwTextureSet |= MASK_TextureMirrorV;
break;
case GL_CLAMP:
current->texture[hw_unit].hwTextureSet |= MASK_TextureClampV;
/* XXX: GL_CLAMP isn't conformant, but falling back makes the situation
* worse in other programs at the moment.
*/
/*ok = 0;*/
break;
case GL_CLAMP_TO_EDGE:
/*
* ?? not support yet
*/
ok = 0;
current->texture[hw_unit].hwTextureSet |= MASK_TextureClampV;
break;
case GL_CLAMP_TO_BORDER:
current->texture[hw_unit].hwTextureSet |= MASK_TextureBorderV;
break;
}
/*
if (current->texture[hw_unit].hwTextureSet & MASK_TextureClampU) {
current->texture[hw_unit].hwTextureSet &= ~MASK_TextureClampU;
current->texture[hw_unit].hwTextureSet |= MASK_TextureBorderU;
}
if (current->texture[hw_unit].hwTextureSet & MASK_TextureClampV) {
current->texture[hw_unit].hwTextureSet &= ~MASK_TextureClampV;
current->texture[hw_unit].hwTextureSet |= MASK_TextureBorderV;
}
*/
current->texture[hw_unit].hwTextureBorderColor =
((GLuint) texObj->BorderColor[3] << 24) +
((GLuint) texObj->BorderColor[0] << 16) +
((GLuint) texObj->BorderColor[1] << 8) +
((GLuint) texObj->BorderColor[2]);
((GLuint) texObj->_BorderChan[3] << 24) +
((GLuint) texObj->_BorderChan[0] << 16) +
((GLuint) texObj->_BorderChan[1] << 8) +
((GLuint) texObj->_BorderChan[2]);
if (current->texture[hw_unit].hwTextureBorderColor !=
prev->texture[hw_unit].hwTextureBorderColor)
{