mirror of
https://gitlab.freedesktop.org/mesa/mesa.git
synced 2025-12-22 02:40:11 +01:00
While the GL_ARB_stencil_texturing extension does not allow the creation
of stencil textures, it does allow shaders to sample stencil values
stored in packed depth/stencil textures.
Specifically, applications can call glTexParameter* with a pname of
GL_DEPTH_STENCIL_TEXTURE_MODE and value of either GL_DEPTH_COMPONENT or
GL_STENCIL_INDEX to select which component they wish to sample. The
default value is GL_DEPTH_COMPONENT (for traditional depth sampling).
Shaders should use an unsigned integer sampler (presumably usampler2D)
to access stencil data. Otherwise, results are undefined. Using shadow
samplers with GL_STENCIL_INDEX selected also is undefined behavior.
This patch creates a new gl_texture_object field, StencilSampling, to
indicate that stencil should be sampled rather than depth. (I chose to
use a boolean since I figured it would be more convenient for drivers.)
It also introduces the [Get]TexParameter code to get and set the value,
and of course the extension plumbing.
v2: Also consider textures incomplete when sampling stencil with
non-NEAREST min/mag filters (caught by Eric Anholt).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
|
||
|---|---|---|
| .. | ||
| relnotes | ||
| specs | ||
| application-issues.html | ||
| ARB_color_buffer_float.txt | ||
| autoconf.html | ||
| bugs.html | ||
| conform.html | ||
| contents.html | ||
| COPYING | ||
| debugging.html | ||
| developers.html | ||
| devinfo.html | ||
| dispatch.html | ||
| download.html | ||
| egl.html | ||
| envvars.html | ||
| extensions.html | ||
| faq.html | ||
| gears.png | ||
| GL3.txt | ||
| helpwanted.html | ||
| index.html | ||
| install.html | ||
| intro.html | ||
| libGL.txt | ||
| license.html | ||
| lists.html | ||
| llvmpipe.html | ||
| mangling.html | ||
| mesa.css | ||
| opengles.html | ||
| openvg.html | ||
| osmesa.html | ||
| patents.txt | ||
| perf.html | ||
| postprocess.html | ||
| precompiled.html | ||
| README.UVD | ||
| README.VCE | ||
| README.WIN32 | ||
| relnotes.html | ||
| repository.html | ||
| shading.html | ||
| sourcedocs.html | ||
| sourcetree.html | ||
| systems.html | ||
| thanks.html | ||
| utilities.html | ||
| VERSIONS | ||
| versions.html | ||
| viewperf.html | ||
| vmware-guest.html | ||
| webmaster.html | ||
| xlibdriver.html | ||
File: docs/README.WIN32 Last updated: 21 June 2013 Quick Start ----- ----- Windows drivers are build with SCons. Makefiles or Visual Studio projects are no longer shipped or supported. Run scons osmesa mesagdi to build classic mesa Windows GDI drivers; or scons libgl-gdi to build gallium based GDI driver. This will work both with MSVS or Mingw. Windows Drivers ------- ------- At this time, only the gallium GDI driver is known to work. Source code also exists in the tree for other drivers in src/mesa/drivers/windows, but the status of this code is unknown. Recipe ------ Building on windows requires several open-source packages. These are steps that work as of this writing. 1) install python 2.7 2) install scons (latest) 3) install mingw, flex, and bison 4) install libxml2 from here: http://www.lfd.uci.edu/~gohlke/pythonlibs get libxml2-python-2.9.1.win-amd64-py2.7.exe 5) install pywin32 from here: http://www.lfd.uci.edu/~gohlke/pythonlibs get pywin32-218.4.win-amd64-py2.7.exe 6) install git 7) download mesa from git see http://www.mesa3d.org/repository.html 8) run scons General ------- After building, you can copy the above DLL files to a place in your PATH such as $SystemRoot/SYSTEM32. If you don't like putting things in a system directory, place them in the same directory as the executable(s). Be careful about accidentially overwriting files of the same name in the SYSTEM32 directory. The DLL files are built so that the external entry points use the stdcall calling convention. Static LIB files are not built. The LIB files that are built with are the linker import files associated with the DLL files. The si-glu sources are used to build the GLU libs. This was done mainly to get the better tessellator code. If you have a Windows-related build problem or question, please post to the mesa-dev or mesa-users list.