{
{ "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 },
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;
}
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;
- }
-
-/*
- 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;
+ case GL_CLAMP_TO_BORDER:
current->texture[hw_unit].hwTextureSet |= MASK_TextureBorderV;
+ break;
}
-*/
+
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)
{