mesa/formatquery: Added queries related to texture sampling in shaders

From the ARB_internalformat_query2 specification:

   "- VERTEX_TEXTURE: The support for using the resource as a source for
      texture sampling in a vertex shader is written to <params>.

    - TESS_CONTROL_TEXTURE: The support for using the resource as a source for
      texture sampling in a tessellation control shader is written to <params>.

    - TESS_EVALUATION_TEXTURE: The support for using the resource as a source
      for texture sampling in a tessellation evaluation shader is written to
      <params>.

    - GEOMETRY_TEXTURE: The support for using the resource as a source for
      texture sampling in a geometry shader is written to <params>.

    - FRAGMENT_TEXTURE: The support for using the resource as a source for
      texture sampling in a fragment shader is written to <params>.

    - COMPUTE_TEXTURE: The support for using the resource as a source for
      texture sampling in a compute shader is written to <params>."

For all of them,

   "Possible values returned are FULL_SUPPORT, CAVEAT_SUPPORT, or NONE.
    If the resource or operation is not supported, NONE is returned."

Reviewed-by: Dave Airlie <airlied@redhat.com>
This commit is contained in:
Antia Puentes 2015-12-19 19:24:28 +01:00 committed by Eduardo Lima Mitev
parent aeb759c7d6
commit fae2b10ff9

View file

@ -601,6 +601,12 @@ _mesa_query_internal_format_default(struct gl_context *ctx, GLenum target,
case GL_SRGB_READ:
case GL_SRGB_WRITE:
case GL_SRGB_DECODE_ARB:
case GL_VERTEX_TEXTURE:
case GL_TESS_CONTROL_TEXTURE:
case GL_TESS_EVALUATION_TEXTURE:
case GL_GEOMETRY_TEXTURE:
case GL_FRAGMENT_TEXTURE:
case GL_COMPUTE_TEXTURE:
params[0] = GL_FULL_SUPPORT;
break;
@ -1148,27 +1154,27 @@ _mesa_GetInternalformativ(GLenum target, GLenum internalformat, GLenum pname,
break;
case GL_VERTEX_TEXTURE:
/* @TODO */
break;
case GL_TESS_CONTROL_TEXTURE:
/* @TODO */
break;
case GL_TESS_EVALUATION_TEXTURE:
/* @TODO */
break;
case GL_GEOMETRY_TEXTURE:
/* @TODO */
break;
case GL_FRAGMENT_TEXTURE:
/* @TODO */
break;
case GL_COMPUTE_TEXTURE:
/* @TODO */
if (target == GL_RENDERBUFFER)
goto end;
if ((pname == GL_TESS_CONTROL_TEXTURE ||
pname == GL_TESS_EVALUATION_TEXTURE) &&
!_mesa_has_tessellation(ctx))
goto end;
if (pname == GL_GEOMETRY_TEXTURE && !_mesa_has_geometry_shaders(ctx))
goto end;
if (pname == GL_COMPUTE_TEXTURE && !_mesa_has_compute_shaders(ctx))
goto end;
ctx->Driver.QueryInternalFormat(ctx, target, internalformat, pname,
buffer);
break;
case GL_TEXTURE_SHADOW: