e67a5fe840
Tested by jsg@, matthieu@ and ajacoutot@, ok mattieu@
805 lines
36 KiB
Python
805 lines
36 KiB
Python
Name
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MESA_texture_array
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Name Strings
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GL_MESA_texture_array
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Contact
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Ian Romanick, IBM (idr 'at' us.ibm.com)
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IP Status
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No known IP issues.
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Status
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Shipping in Mesa 7.1
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Version
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Number
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TBD
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Dependencies
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OpenGL 1.2 or GL_EXT_texture3D is required.
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Support for ARB_fragment_program is assumed, but not required.
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Support for ARB_fragment_program_shadow is assumed, but not required.
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Support for EXT_framebuffer_object is assumed, but not required.
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Written based on the wording of the OpenGL 2.0 specification and
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ARB_fragment_program_shadow but not dependent on them.
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Overview
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There are a number of circumstances where an application may wish to
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blend two textures out of a larger set of textures. Moreover, in some
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cases the selected textures may vary on a per-fragment basis within
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a polygon. Several examples include:
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1. High dynamic range textures. The application stores several
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different "exposures" of an image as different textures. On a
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per-fragment basis, the application selects which exposures are
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used.
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2. A terrain engine where the altitude of a point determines the
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texture applied to it. If the transition is from beach sand to
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grass to rocks to snow, the application will store each texture
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in a different texture map, and dynamically select which two
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textures to blend at run-time.
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3. Storing short video clips in textures. Each depth slice is a
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single frame of video.
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Several solutions to this problem have been proposed, but they either
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involve using a separate texture unit for each texture map or using 3D
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textures without mipmaps. Both of these options have major drawbacks.
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This extension provides a third alternative that eliminates the major
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drawbacks of both previous methods. A new texture target,
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TEXTURE_2D_ARRAY, is added that functions identically to TEXTURE_3D in
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all aspects except the sizes of the non-base level images. In
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traditional 3D texturing, the size of the N+1 LOD is half the size
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of the N LOD in all three dimensions. For the TEXTURE_2D_ARRAY target,
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the height and width of the N+1 LOD is halved, but the depth is the
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same for all levels of detail. The texture then becomes an array of
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2D textures. The per-fragment texel is selected by the R texture
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coordinate.
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References:
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http://www.opengl.org/discussion_boards/cgi_directory/ultimatebb.cgi?ubb=get_topic;f=3;t=011557
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http://www.opengl.org/discussion_boards/cgi_directory/ultimatebb.cgi?ubb=get_topic;f=3;t=000516
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http://www.opengl.org/discussion_boards/cgi_directory/ultimatebb.cgi?ubb=get_topic;f=3;t=011903
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http://www.delphi3d.net/articles/viewarticle.php?article=terraintex.htm
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New Procedures and Functions
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All functions come directly from EXT_texture_array.
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void FramebufferTextureLayerEXT(enum target, enum attachment,
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uint texture, int level, int layer);
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New Tokens
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All token names and values come directly from EXT_texture_array.
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Accepted by the <cap> parameter of Enable, Disable, and IsEnabled, by
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the <pname> parameter of GetBooleanv, GetIntegerv, GetFloatv, and
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GetDoublev, and by the <target> parameter of TexImage3D, GetTexImage,
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GetTexLevelParameteriv, GetTexLevelParameterfv, GetTexParameteriv, and
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GetTexParameterfv:
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TEXTURE_1D_ARRAY_EXT 0x8C18
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TEXTURE_2D_ARRAY_EXT 0x8C1A
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Accepted by the <target> parameter of TexImage2D, TexSubImage2D,
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CopyTexImage2D, CopyTexSubImage2D, CompressedTexImage2D,
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CompressedTexSubImage2D, GetTexLevelParameteriv, and
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GetTexLevelParameterfv:
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TEXTURE_1D_ARRAY_EXT
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PROXY_TEXTURE_1D_ARRAY_EXT 0x8C19
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Accepted by the <target> parameter of TexImage3D, TexSubImage3D,
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CopyTexSubImage3D, CompressedTexImage3D, CompressedTexSubImage3D,
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GetTexLevelParameteriv, and GetTexLevelParameterfv:
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TEXTURE_2D_ARRAY_EXT
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PROXY_TEXTURE_2D_ARRAY_EXT 0x8C1B
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Accepted by the <pname> parameter of GetBooleanv, GetIntegerv,
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GetFloatv, and GetDoublev
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TEXTURE_BINDING_1D_ARRAY_EXT 0x8C1C
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TEXTURE_BINDING_2D_ARRAY_EXT 0x8C1D
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MAX_ARRAY_TEXTURE_LAYERS_EXT 0x88FF
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Accepted by the <param> parameter of TexParameterf, TexParameteri,
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TexParameterfv, and TexParameteriv when the <pname> parameter is
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TEXTURE_COMPARE_MODE_ARB:
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COMPARE_REF_DEPTH_TO_TEXTURE_EXT 0x884E
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(Note: COMPARE_REF_DEPTH_TO_TEXTURE_EXT is simply an alias for the
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existing COMPARE_R_TO_TEXTURE token in OpenGL 2.0; the alternate name
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reflects the fact that the R coordinate is not always used.)
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Accepted by the <internalformat> parameter of TexImage3D and
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CompressedTexImage3D, and by the <format> parameter of
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CompressedTexSubImage3D:
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COMPRESSED_RGB_S3TC_DXT1_EXT
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COMPRESSED_RGBA_S3TC_DXT1_EXT
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COMPRESSED_RGBA_S3TC_DXT3_EXT
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COMPRESSED_RGBA_S3TC_DXT5_EXT
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Accepted by the <pname> parameter of
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GetFramebufferAttachmentParameterivEXT:
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FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT 0x8CD4
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(Note: FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER is simply an alias for the
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FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_EXT token provided in
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EXT_framebuffer_object. This extension generalizes the notion of
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"<zoffset>" to include layers of an array texture.)
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Additions to Chapter 2 of the OpenGL 2.0 Specification (OpenGL Operation)
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None
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Additions to Chapter 3 of the OpenGL 2.0 Specification (Rasterization)
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-- Section 3.8.1 "Texture Image Specification"
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Change the first paragraph (page 150) to say (spec changes identical to
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EXT_texture_array):
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"The command
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void TexImage3D(enum target, int level, int internalformat,
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sizei width, sizei height, sizei depth, int border,
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enum format, enum type, void *data);
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is used to specify a three-dimensional texture image. target must be one
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one of TEXTURE_3D for a three-dimensional texture or
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TEXTURE_2D_ARRAY_EXT for an two-dimensional array texture.
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Additionally, target may be either PROXY_TEXTURE_3D for a
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three-dimensional proxy texture, or PROXY_TEXTURE_2D_ARRAY_EXT for a
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two-dimensional proxy array texture."
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Change the fourth paragraph on page 151 to say (spec changes identical
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to EXT_texture_array):
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"Textures with a base internal format of DEPTH_COMPONENT are supported
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by texture image specification commands only if target is TEXTURE_1D,
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TEXTURE_2D, TEXTURE_1D_ARRAY_EXT, TEXTURE_2D_ARRAY_EXT,
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PROXY_TEXTURE_1D, PROXY_TEXTURE_2D, PROXY_TEXTURE_1D_ARRAY_EXT, or
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PROXY_TEXTURE_2D_ARRAY_EXT. Using this format in conjunction with any
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other target will result in an INVALID_OPERATION error."
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Change the fourth paragraph on page 156 to say (spec changes identical
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to EXT_texture_array):
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"The command
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void TexImage2D(enum target, int level,
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int internalformat, sizei width, sizei height,
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int border, enum format, enum type, void *data);
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is used to specify a two-dimensional texture image. target must be one
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of TEXTURE_2D for a two-dimensional texture, TEXTURE_1D_ARRAY_EXT for a
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one-dimensional array texture, or one of TEXTURE_CUBE_MAP_POSITIVE_X,
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TEXTURE_CUBE_MAP_NEGATIVE_X, TEXTURE_CUBE_MAP_POSITIVE_Y,
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TEXTURE_CUBE_MAP_NEGATIVE_Y, TEXTURE_CUBE_MAP_POSITIVE_Z, or
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TEXTURE_CUBE_MAP_NEGATIVE_Z for a cube map texture. Additionally,
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target may be either PROXY_TEXTURE_2D for a two-dimensional proxy
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texture, PROXY_TEXTURE_1D_ARRAY_EXT for a one-dimensional proxy array
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texture, or PROXY TEXTURE_CUBE_MAP for a cube map proxy texture in the
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special case discussed in section 3.8.11. The other parameters match
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the corresponding parameters of TexImage3D.
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For the purposes of decoding the texture image, TexImage2D is
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equivalent to calling TexImage3D with corresponding arguments and depth
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of 1, except that
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* The border depth, d_b, is zero, and the depth of the image is
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always 1 regardless of the value of border.
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* The border height, h_b, is zero if <target> is
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TEXTURE_1D_ARRAY_EXT, and <border> otherwise.
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* Convolution will be performed on the image (possibly changing its
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width and height) if SEPARABLE 2D or CONVOLUTION 2D is enabled.
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* UNPACK SKIP IMAGES is ignored."
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-- Section 3.8.2 "Alternate Texture Image Specification Commands"
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Change the second paragraph (page 159) (spec changes identical
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to EXT_texture_array):
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"The command
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void CopyTexImage2D(enum target, int level,
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enum internalformat, int x, int y, sizei width,
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sizei height, int border);
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defines a two-dimensional texture image in exactly the manner of
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TexImage2D, except that the image data are taken from the framebuffer
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rather than from client memory. Currently, target must be one of
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TEXTURE_2D, TEXTURE_1D_ARRAY_EXT, TEXTURE_CUBE_MAP_POSITIVE_X,
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TEXTURE_CUBE_MAP_NEGATIVE_X, TEXTURE_CUBE MAP_POSITIVE_Y,
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TEXTURE_CUBE_MAP_NEGATIVE_Y, TEXTURE_CUBE_MAP_POSITIVE_Z, or
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TEXTURE_CUBE_MAP_NEGATIVE_Z.
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Change the last paragraph on page 160 to say (spec changes identical
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to EXT_texture_array):
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"Currently the target arguments of TexSubImage1D and CopyTexSubImage1D
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must be TEXTURE_1D, the target arguments of TexSubImage2D and
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CopyTexSubImage2D must be one of TEXTURE_2D, TEXTURE_1D_ARRAY_EXT,
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TEXTURE_CUBE_MAP_POSITIVE_X, TEXTURE_CUBE_MAP_NEGATIVE_X,
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TEXTURE_CUBE_MAP_POSITIVE_Y, TEXTURE_CUBE_MAP_NEGATIVE_Y,
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TEXTURE_CUBE_MAP_POSITIVE_Z, or TEXTURE_CUBE_MAP_NEGATIVE_Z, and the
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target arguments of TexSubImage3D and CopyTexSubImage3D must be
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TEXTURE_3D or TEXTURE_2D_ARRAY_EXT. ..."
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-- Section 3.8.4 "Texture Parameters"
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Change the first paragraph (page 166) to say:
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"Various parameters control how the texel array is treated when
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specified or changed, and when applied to a fragment. Each parameter is
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set by calling
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void TexParameter{if}(enum target, enum pname, T param);
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void TexParameter{if}v(enum target, enum pname, T params);
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target is the target, either TEXTURE_1D, TEXTURE_2D, TEXTURE_3D,
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TEXTURE_CUBE_MAP, TEXTURE_1D_ARRAY_EXT, or TEXTURE_2D_ARRAY_EXT."
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-- Section 3.8.8 "Texture Minification" in the section "Scale Factor and Level of Detail"
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Change the first paragraph (page 172) to say:
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"Let s(x,y) be the function that associates an s texture coordinate
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with each set of window coordinates (x,y) that lie within a primitive;
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define t(x,y) and r(x,y) analogously. Let u(x,y) = w_t * s(x,y),
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v(x,y) = h_t * t(x,y), and w(x,y) = d_t * r(x,y), where w_t, h_t,
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and d_t are as defined by equations 3.15, 3.16, and 3.17 with
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w_s, h_s, and d_s equal to the width, height, and depth of the
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image array whose level is level_base. For a one-dimensional
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texture or a one-dimensional array texture, define v(x,y) = 0 and
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w(x,y) = 0; for a two-dimensional texture or a two-dimensional array
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texture, define w(x,y) = 0..."
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-- Section 3.8.8 "Texture Minification" in the section "Mipmapping"
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Change the third paragraph (page 174) to say:
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"For a two-dimensional texture, two-dimensional array texture, or
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cube map texture,"
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Change the fourth paragraph (page 174) to say:
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"And for a one-dimensional texture or a one-dimensional array texture,"
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After the first paragraph (page 175) add:
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"For one-dimensional array textures, h_b and d_b are treated as 1,
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regardless of the actual values, when performing mipmap calculations.
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For two-dimensional array textures, d_b is always treated as one,
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regardless of the actual value, when performing mipmap calculations."
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-- Section 3.8.8 "Automatic Mipmap Generation" in the section "Mipmapping"
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Change the third paragraph (page 176) to say (spec changes identical
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to EXT_texture_array):
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"The contents of the derived arrays are computed by repeated, filtered
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reduction of the level_base array. For one- and two-dimensional array
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textures, each layer is filtered independently. ..."
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-- Section 3.8.8 "Manual Mipmap Generation" in the section "Mipmapping"
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Change first paragraph to say (spec changes identical to
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EXT_texture_array):
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"Mipmaps can be generated manually with the command
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void GenerateMipmapEXT(enum target);
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where <target> is one of TEXTURE_1D, TEXTURE_2D, TEXTURE_CUBE_MAP,
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TEXTURE_3D, TEXTURE_1D_ARRAY, or TEXTURE_2D_ARRAY. Mipmap generation
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affects the texture image attached to <target>. ..."
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-- Section 3.8.10 "Texture Completeness"
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Change the second paragraph (page 177) to say (spec changes identical
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to EXT_texture_array):
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"For one-, two-, or three-dimensional textures and one- or
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two-dimensional array textures, a texture is complete if the following
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conditions all hold true:"
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-- Section 3.8.11 "Texture State and Proxy State"
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Change the second and third paragraphs (page 179) to say (spec changes
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identical to EXT_texture_array):
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"In addition to image arrays for one-, two-, and three-dimensional
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textures, one- and two-dimensional array textures, and the six image
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arrays for the cube map texture, partially instantiated image arrays
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are maintained for one-, two-, and three-dimensional textures and one-
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and two-dimensional array textures. Additionally, a single proxy image
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array is maintained for the cube map texture. Each proxy image array
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includes width, height, depth, border width, and internal format state
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values, as well as state for the red, green, blue, alpha, luminance,
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and intensity component resolutions. Proxy image arrays do not include
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image data, nor do they include texture properties. When TexImage3D is
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executed with target specified as PROXY_TEXTURE_3D, the
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three-dimensional proxy state values of the specified level-of-detail
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are recomputed and updated. If the image array would not be supported
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by TexImage3D called with target set to TEXTURE 3D, no error is
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generated, but the proxy width, height, depth, border width, and
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component resolutions are set to zero. If the image array would be
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supported by such a call to TexImage3D, the proxy state values are set
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exactly as though the actual image array were being specified. No pixel
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data are transferred or processed in either case.
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Proxy arrays for one- and two-dimensional textures and one- and
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two-dimensional array textures are operated on in the same way when
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TexImage1D is executed with target specified as PROXY_TEXTURE_1D,
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TexImage2D is executed with target specified as PROXY_TEXTURE_2D or
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PROXY_TEXTURE_1D_ARRAY_EXT, or TexImage3D is executed with target
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specified as PROXY_TETXURE_2D_ARRAY_EXT."
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-- Section 3.8.12 "Texture Objects"
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Change section (page 180) to say (spec changes identical to
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EXT_texture_array):
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"In addition to the default textures TEXTURE_1D, TEXTURE_2D,
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TEXTURE_3D, TEXTURE_CUBE_MAP, TEXTURE_1D_ARRAY_EXT, and TEXTURE_2D_EXT,
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named one-, two-, and three-dimensional, cube map, and one- and
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two-dimensional array texture objects can be created and operated upon.
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The name space for texture objects is the unsigned integers, with zero
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reserved by the GL.
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A texture object is created by binding an unused name to TEXTURE_1D,
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TEXTURE_2D, TEXTURE_3D, TEXTURE_CUBE_MAP, TEXTURE_1D_ARRAY_EXT, or
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TEXTURE_2D_ARRAY_EXT. The binding is effected by calling
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void BindTexture(enum target, uint texture);
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with <target> set to the desired texture target and <texture> set to
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the unused name. The resulting texture object is a new state vector,
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comprising all the state values listed in section 3.8.11, set to the
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same initial values. If the new texture object is bound to TEXTURE_1D,
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TEXTURE_2D, TEXTURE_3D, TEXTURE_CUBE_MAP, TEXTURE_1D_ARRAY_EXT, or
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TEXTURE_2D_ARRAY_EXT, it is and remains a one-, two-,
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three-dimensional, cube map, one- or two-dimensional array texture
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respectively until it is deleted.
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BindTexture may also be used to bind an existing texture object to
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either TEXTURE_1D, TEXTURE_2D, TEXTURE_3D, TEXTURE_CUBE_MAP,
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TEXTURE_1D_ARRAY_EXT, or TEXTURE_2D_ARRAY_EXT. The error
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INVALID_OPERATION is generated if an attempt is made to bind a texture
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object of different dimensionality than the specified target. If the
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bind is successful no change is made to the state of the bound texture
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object, and any previous binding to target is broken.
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While a texture object is bound, GL operations on the target to which
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it is bound affect the bound object, and queries of the target to which
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it is bound return state from the bound object. If texture mapping of
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the dimensionality of the target to which a texture object is bound is
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enabled, the state of the bound texture object directs the texturing
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operation.
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In the initial state, TEXTURE_1D, TEXTURE_2D, TEXTURE_3D,
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TEXTURE_CUBE_MAP, TEXTURE_1D_ARRAY_EXT, and TEXTURE_2D_ARRAY_EXT have
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one-, two-, three-dimensional, cube map, and one- and two-dimensional
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array texture state vectors respectively associated with them. In order
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that access to these initial textures not be lost, they are treated as
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texture objects all of whose names are 0. The initial one-, two-,
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three-dimensional, cube map, one- and two-dimensional array textures
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are therefore operated upon, queried, and applied as TEXTURE_1D,
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TEXTURE_2D, TEXTURE_3D, TEXTURE_CUBE_MAP, TEXTURE_1D_ARRAY_EXT, and
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TEXTURE_2D_ARRAY_EXT respectively while 0 is bound to the corresponding
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targets.
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Change second paragraph on page 181 to say (spec changes identical to
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EXT_texture_array):
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"... If a texture that is currently bound to one of the targets
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TEXTURE_1D, TEXTURE_2D, TEXTURE_3D, TEXTURE_CUBE_MAP,
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TEXTURE_1D_ARRAY_EXT, or TEXTURE_2D_ARRAY_EXT is deleted, it is as
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though BindTexture had been executed with the same target and texture
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zero. ..."
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Change second paragraph on page 182 to say (spec changes identical to
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EXT_texture_array):
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"The texture object name space, including the initial one-, two-, and
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three dimensional, cube map, and one- and two-dimensional array texture
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objects, is shared among all texture units. ..."
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-- Section 3.8.14 "Depth Texture Comparison Modes" in "Texture Comparison Modes"
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Change second through fourth paragraphs (page 188) to say:
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"Let D_t be the depth texture value, in the range [0, 1]. For
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texture lookups from one- and two-dimensional, rectangle, and
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one-dimensional array targets, let R be the interpolated <r>
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texture coordinate, clamped to the range [0, 1]. For texture lookups
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from two-dimensional array texture targets, let R be the interpolated
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<q> texture coordinate, clamped to the range [0, 1]. Then the
|
|
effective texture value L_t, I_t, or A_t is computed as follows:
|
|
|
|
If the value of TEXTURE_COMPARE_MODE is NONE, then
|
|
|
|
r = Dt
|
|
|
|
If the value of TEXTURE_COMPARE_MODE is
|
|
COMPARE_REF_DEPTH_TO_TEXTURE_EXT), then r depends on the texture
|
|
comparison function as shown in table 3.27."
|
|
|
|
-- Section 3.8.15 "Texture Application"
|
|
|
|
Change the first paragraph (page 189) to say:
|
|
|
|
"Texturing is enabled or disabled using the generic Enable and Disable
|
|
commands, respectively, with the symbolic constants TEXTURE_1D,
|
|
TEXTURE_2D, TEXTURE_3D, TEXTURE_CUBE_MAP, TEXTURE_1D_ARRAY_EXT, or
|
|
TEXTURE_2D_ARRAY_EXT to enable one-, two-, three-dimensional, cube
|
|
map, one-dimensional array, or two-dimensional array texture,
|
|
respectively. If both two- and one-dimensional textures are enabled,
|
|
the two-dimensional texture is used. If the three-dimensional and
|
|
either of the two- or one-dimensional textures is enabled, the
|
|
three-dimensional texture is used. If the cube map texture and any of
|
|
the three-, two-, or one-dimensional textures is enabled, then cube map
|
|
texturing is used. If one-dimensional array texture is enabled and any
|
|
of cube map, three-, two-, or one-dimensional textures is enabled,
|
|
one-dimensional array texturing is used. If two-dimensional array
|
|
texture is enabled and any of cube map, three-, two-, one-dimensional
|
|
textures or one-dimensional array texture is enabled, two-dimensional
|
|
array texturing is used..."
|
|
|
|
-- Section 3.11.2 of ARB_fragment_program (Fragment Program Grammar and Restrictions):
|
|
|
|
(mostly add to existing grammar rules)
|
|
|
|
<optionName> ::= "MESA_texture_array"
|
|
|
|
<texTarget> ::= "1D"
|
|
| "2D"
|
|
| "3D"
|
|
| "CUBE"
|
|
| "RECT"
|
|
| <arrayTarget> (if program option is present)
|
|
| <shadowTarget> (if program option is present)
|
|
|
|
<arrayTarget> ::= "ARRAY1D"
|
|
| "ARRAY2D"
|
|
|
|
<shadowTarget> ::= "SHADOW1D"
|
|
| "SHADOW2D"
|
|
| "SHADOWRECT"
|
|
| <shadowArrayTarget> (if program option is present)
|
|
|
|
<shadowArrayTarget> ::= "SHADOWARRAY1D"
|
|
| "SHADOWARRAY2D"
|
|
|
|
|
|
-- Add Section 3.11.4.5.4 "Texture Stack Option"
|
|
|
|
"If a fragment program specifies the "MESA_texture_array" program
|
|
option, the <texTarget> rule is modified to add the texture targets
|
|
ARRAY1D and ARRAY2D (See Section 3.11.2)."
|
|
|
|
-- Section 3.11.6 "Fragment Program Texture Instruction Set"
|
|
|
|
(replace 1st and 2nd paragraphs with the following paragraphs)
|
|
|
|
"The first three texture instructions described below specify the
|
|
mapping of 4-tuple input vectors to 4-tuple output vectors.
|
|
The sampling of the texture works as described in section 3.8,
|
|
except that texture environments and texture functions are not
|
|
applicable, and the texture enables hierarchy is replaced by explicit
|
|
references to the desired texture target (i.e., 1D, 2D, 3D, cube map,
|
|
rectangle, ARRAY1D, ARRAY2D). These texture instructions specify
|
|
how the 4-tuple is mapped into the coordinates used for sampling. The
|
|
following function is used to describe the texture sampling in the
|
|
descriptions below:
|
|
|
|
vec4 TextureSample(vec4 coord, float lodBias, int texImageUnit,
|
|
enum texTarget);
|
|
|
|
Note that not all four components of the texture coordinates <coord>
|
|
are used by all texture targets. Component usage for each <texTarget>
|
|
is defined in table X.
|
|
|
|
coordinates used
|
|
texTarget Texture Type s t r layer shadow
|
|
---------------- --------------------- ----- ----- ------
|
|
1D TEXTURE_1D x - - - -
|
|
2D TEXTURE_2D x y - - -
|
|
3D TEXTURE_3D x y z - -
|
|
CUBE TEXTURE_CUBE_MAP x y z - -
|
|
RECT TEXTURE_RECTANGLE_ARB x y - - -
|
|
ARRAY1D TEXTURE_1D_ARRAY_EXT x - - y -
|
|
ARRAY2D TEXTURE_2D_ARRAY_EXT x y - z -
|
|
SHADOW1D TEXTURE_1D x - - - z
|
|
SHADOW2D TEXTURE_2D x y - - z
|
|
SHADOWRECT TEXTURE_RECTANGLE_ARB x y - - z
|
|
SHADOWARRAY1D TEXTURE_1D_ARRAY_EXT x - - y z
|
|
SHADOWARRAY2D TEXTURE_2D_ARRAY_EXT x y - z w
|
|
|
|
Table X: Texture types accessed for each of the <texTarget>, and
|
|
coordinate mappings. The "coordinates used" column indicate the
|
|
input values used for each coordinate of the texture lookup, the
|
|
layer selector for array textures, and the reference value for
|
|
texture comparisons."
|
|
|
|
-- Section 3.11.6.2 "TXP: Project coordinate and map to color"
|
|
|
|
Add to the end of the section:
|
|
|
|
"A program will fail to load if the TXP instruction is used in
|
|
conjunction with the SHADOWARRAY2D target."
|
|
|
|
Additions to Chapter 4 of the OpenGL 2.0 Specification (Per-Fragment Operations)
|
|
|
|
-- Section 4.4.2.3 "Attaching Texture Images to a Framebuffer"
|
|
|
|
Add to the end of the section (spec changes identical to
|
|
EXT_texture_array):
|
|
|
|
"The command
|
|
|
|
void FramebufferTextureLayerEXT(enum target, enum attachment,
|
|
uint texture, int level, int layer);
|
|
|
|
operates identically to FramebufferTexture3DEXT, except that it
|
|
attaches a single layer of a three-dimensional texture or a one- or
|
|
two-dimensional array texture. <layer> is an integer indicating the
|
|
layer number, and is treated identically to the <zoffset> parameter in
|
|
FramebufferTexture3DEXT. The error INVALID_VALUE is generated if
|
|
<layer> is negative. The error INVALID_OPERATION is generated if
|
|
<texture> is non-zero and is not the name of a three dimensional
|
|
texture or one- or two-dimensional array texture. Unlike
|
|
FramebufferTexture3D, no <textarget> parameter is accepted.
|
|
|
|
If <texture> is non-zero and the command does not result in an error,
|
|
the framebuffer attachment state corresponding to <attachment> is
|
|
updated as in the other FramebufferTexture commands, except that
|
|
FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT is set to <layer>."
|
|
|
|
-- Section 4.4.4.1 "Framebuffer Attachment Completeness"
|
|
|
|
Add to the end of the list of completeness rules (spec changes
|
|
identical to EXT_texture_array):
|
|
|
|
"* If FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT is TEXTURE and
|
|
FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT names a one- or
|
|
two-dimensional array texture, then
|
|
FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT must be smaller than the
|
|
number of layers in the texture."
|
|
|
|
Additions to Chapter 5 of the OpenGL 2.0 Specification (Special Functions)
|
|
|
|
-- Section 5.4 "Display Lists"
|
|
|
|
Change the first paragraph on page 242 to say (spec changes
|
|
identical to EXT_texture_array):
|
|
|
|
"TexImage3D, TexImage2D, TexImage1D, Histogram, and ColorTable are
|
|
executed immediately when called with the corresponding proxy arguments
|
|
PROXY_TEXTURE_3D or PROXY_TEXTURE_2D_ARRAY_EXT; PROXY_TEXTURE_2D,
|
|
PROXY_TEXTURE_CUBE_MAP, or PROXY_TEXTURE_1D_ARRAY_EXT;
|
|
PROXY_TEXTURE_1D; PROXY_HISTOGRAM; and PROXY_COLOR_TABLE,
|
|
PROXY_POST_CONVOLUTION_COLOR_TABLE, or
|
|
PROXY_POST_COLOR_MATRIX_COLOR_TABLE."
|
|
|
|
Additions to Chapter 6 of the OpenGL 2.0 Specification (State and State Requests)
|
|
|
|
-- Section 6.1.3 "Enumerated Queries"
|
|
|
|
Add after the line beginning "If the value of
|
|
FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT is TEXTURE" (spec changes
|
|
identical to EXT_texture_array):
|
|
|
|
"If <pname> is FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT and the
|
|
texture object named FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT is a
|
|
three-dimensional texture or a one- or two-dimensional array texture,
|
|
then <params> will contain the number of texture layer attached to the
|
|
attachment point. Otherwise, <params> will contain the value zero."
|
|
|
|
-- Section 6.1.4 "Texture Queries"
|
|
|
|
Change the first three paragraphs (page 248) to say (spec changes
|
|
identical to EXT_texture_array):
|
|
|
|
"The command
|
|
|
|
void GetTexImage(enum tex, int lod, enum format,
|
|
enum type, void *img);
|
|
|
|
is used to obtain texture images. It is somewhat different from the
|
|
other get commands; tex is a symbolic value indicating which texture
|
|
(or texture face in the case of a cube map texture target name) is to
|
|
be obtained. TEXTURE_1D, TEXTURE_2D, TEXTURE_3D, TEXTURE_1D_ARRAY_EXT,
|
|
and TEXTURE_2D_ARRAY_EXT indicate a one-, two-, or three-dimensional
|
|
texture, or one- or two-dimensional array texture, respectively.
|
|
TEXTURE_CUBE_MAP_POSITIVE_X, ...
|
|
|
|
GetTexImage obtains... from the first image to the last for
|
|
three-dimensional textures. One- and two-dimensional array textures
|
|
are treated as two- and three-dimensional images, respectively, where
|
|
the layers are treated as rows or images. These groups are then...
|
|
|
|
For three-dimensional and two-dimensional array textures, pixel storage
|
|
operations are applied as if the image were two-dimensional, except
|
|
that the additional pixel storage state values PACK_IMAGE_HEIGHT and
|
|
PACK_SKIP_IMAGES are applied. ..."
|
|
|
|
Additions to Appendix A of the OpenGL 2.0 Specification (Invariance)
|
|
|
|
None
|
|
|
|
Additions to the AGL/GLX/WGL Specifications
|
|
|
|
None
|
|
|
|
GLX Protocol
|
|
|
|
None
|
|
|
|
Dependencies on ARB_fragment_program
|
|
|
|
If ARB_fragment_program is not supported, the changes to section 3.11
|
|
should be ignored.
|
|
|
|
Dependencies on EXT_framebuffer_object
|
|
|
|
If EXT_framebuffer_object is not supported, the changes to section
|
|
3.8.8 ("Manual Mipmap Generation"), 4.4.2.3, and 6.1.3 should be ignored.
|
|
|
|
Dependencies on EXT_texture_compression_s3tc and NV_texture_compression_vtc
|
|
|
|
(Identical dependency as EXT_texture_array.)
|
|
|
|
S3TC texture compression is supported for two-dimensional array textures.
|
|
When <target> is TEXTURE_2D_ARRAY_EXT, each layer is stored independently
|
|
as a compressed two-dimensional textures. When specifying or querying
|
|
compressed images using one of the S3TC formats, the images are provided
|
|
and/or returned as a series of two-dimensional textures stored
|
|
consecutively in memory, with the layer closest to zero specified first.
|
|
For array textures, images are not arranged in 4x4x4 or 4x4x2 blocks as in
|
|
the three-dimensional compression format provided in the
|
|
EXT_texture_compression_vtc extension. Pixel store parameters, including
|
|
those specific to three-dimensional images, are ignored when compressed
|
|
image data are provided or returned, as in the
|
|
EXT_texture_compression_s3tc extension.
|
|
|
|
S3TC compression is not supported for one-dimensional texture targets in
|
|
EXT_texture_compression_s3tc, and is not supported for one-dimensional
|
|
array textures in this extension. If compressed one-dimensional arrays
|
|
are needed, use a two-dimensional texture with a height of one.
|
|
|
|
This extension allows the use of the four S3TC internal format types in
|
|
TexImage3D, CompressedTexImage3D, and CompressedTexSubImage3D calls.
|
|
|
|
Errors
|
|
|
|
None
|
|
|
|
New State
|
|
|
|
(add to table 6.15, p. 276)
|
|
|
|
Initial
|
|
Get Value Type Get Command Value Description Sec. Attribute
|
|
---------------------------- ----- ----------- ----- -------------------- ------ ---------
|
|
TEXTURE_BINDING_1D_ARRAY_EXT 2*xZ+ GetIntegerv 0 texture object bound 3.8.12 texture
|
|
to TEXTURE_1D_ARRAY
|
|
TEXTURE_BINDING_2D_ARRAY_EXT 2*xZ+ GetIntegerv 0 texture object bound 3.8.12 texture
|
|
to TEXTURE_2D_ARRAY
|
|
|
|
|
|
New Implementation Dependent State
|
|
|
|
(add to Table 6.32, p. 293)
|
|
|
|
Minimum
|
|
Get Value Type Get Command Value Description Sec. Attribute
|
|
---------------------------- ---- ----------- ------- ------------------ ----- ---------
|
|
MAX_TEXTURE_ARRAY_LAYERS_EXT Z+ GetIntegerv 64 maximum number of 3.8.1 -
|
|
layers for texture
|
|
arrays
|
|
|
|
Issues
|
|
|
|
(1) Is "texture stack" a good name for this functionality?
|
|
|
|
NO. The name is changed to "array texture" to match the
|
|
nomenclature used by GL_EXT_texture_array.
|
|
|
|
(2) Should the R texture coordinate be treated as normalized or
|
|
un-normalized? If it were un-normalized, floor(R) could be thought
|
|
of as a direct index into the array texture. This may be more
|
|
convenient for applications.
|
|
|
|
RESOLVED. All texture coordinates are normalized. The issue of
|
|
un-normalized texture coordinates has been discussed in the ARB
|
|
before and should be left for a layered extension.
|
|
|
|
RE-RESOLVED. The R coordinate is un-normalized. Accessing an array
|
|
using [0, layers-1] coordinates is much more natural.
|
|
|
|
(3) How does LOD selection work for stacked textures?
|
|
|
|
RESOLVED. For 2D array textures the R coordinate is ignored, and
|
|
the LOD selection equations for 2D textures are used. For 1D
|
|
array textures the T coordinate is ignored, and the LOD selection
|
|
equations for 1D textures are used. The expected usage is in a
|
|
fragment program with an explicit LOD selection.
|
|
|
|
(4) What is the maximum size of a 2D array texture? Is it the same
|
|
as for a 3D texture, or should a new query be added? How about for 1D
|
|
array textures?
|
|
|
|
RESOLVED. A new query is added.
|
|
|
|
(5) How are array textures exposed in GLSL?
|
|
|
|
RESOLVED. Use GL_EXT_texture_array.
|
|
|
|
(6) Should a 1D array texture also be exposed?
|
|
|
|
RESOLVED. For orthogonality, yes.
|
|
|
|
(7) How are stacked textures attached to framebuffer objects?
|
|
|
|
RESOLVED. Layers of both one- and two-dimensional array textures
|
|
are attached using FreambufferTextureLayerEXT. Once attached, the
|
|
array texture layer behaves exactly as either a one- or
|
|
two-dimensional texture.
|
|
|
|
(8) How is this extension related to GL_EXT_texture_array?
|
|
|
|
This extension adapats GL_MESAX_texture_stack to the notation,
|
|
indexing, and FBO access of GL_EXT_texture_array. This extension
|
|
replaces the GLSL support of GL_EXT_texture_array with
|
|
GL_ARB_fragment_program support.
|
|
|
|
Assembly program support is also provided by GL_NV_gpu_program4.
|
|
GL_NV_gpu_program4 also adds support for other features that are
|
|
specific to Nvidia hardware, while this extension adds only support
|
|
for array textures.
|
|
|
|
Much of text of this extension that has changed since
|
|
GL_MESAX_texture_stack comes directly from either
|
|
GL_EXT_texture_array or GL_NV_gpu_program4.
|
|
|
|
Revision History
|
|
|
|
||2005/11/15||0.1||idr||Initial draft MESAX version.||
|
|
||2005/12/07||0.2||idr||Added framebuffer object interactions.||
|
|
||2005/12/12||0.3||idr||Updated fragment program interactions.||
|
|
||2007/05/16||0.4||idr||Converted to MESA_texture_array. Brought in line with EXT_texture_array and NV_gpu_program4.||
|