Kenneth Graunke <[email protected]> writes: > 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.
The only thing I see missing is:
' Add a new bullet point for the conditions that cause the texture
to not be complete:
"* The internal format of the texture is DEPTH_STENCIL, the
DEPTH_STENCIL_TEXTURE_MODE for the texture is STENCIL_INDEX and either
the
magnification filter or the minification filter is not NEAREST."'
Other than that, this series looks great. Patch 2 is
Reviewed-by: Eric Anholt <[email protected]>
pgp8fZNF2zpJt.pgp
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