switch (target) {
case GL_TEXTURE_1D:
return PIPE_TEXTURE_1D;
-
case GL_TEXTURE_2D:
return PIPE_TEXTURE_2D;
-
case GL_TEXTURE_RECTANGLE_NV:
return PIPE_TEXTURE_RECT;
-
case GL_TEXTURE_3D:
return PIPE_TEXTURE_3D;
-
case GL_TEXTURE_CUBE_MAP_ARB:
return PIPE_TEXTURE_CUBE;
-
+ case GL_TEXTURE_1D_ARRAY_EXT:
+ return PIPE_TEXTURE_1D_ARRAY;
+ case GL_TEXTURE_2D_ARRAY_EXT:
+ return PIPE_TEXTURE_2D_ARRAY;
default:
assert(0);
return 0;
ctx->Extensions.MESA_ycbcr_texture = GL_TRUE;
}
+ /* GL_EXT_texture_array */
+ if (screen->get_param(screen, PIPE_CAP_ARRAY_TEXTURES)) {
+ ctx->Extensions.EXT_texture_array = GL_TRUE;
+ ctx->Extensions.MESA_texture_array = GL_TRUE;
+ }
+
/* GL_ARB_framebuffer_object */
if (ctx->Extensions.EXT_packed_depth_stencil) {
/* we support always support GL_EXT_framebuffer_blit */
case TEXTURE_3D_INDEX: return TGSI_TEXTURE_3D;
case TEXTURE_CUBE_INDEX: return TGSI_TEXTURE_CUBE;
case TEXTURE_RECT_INDEX: return TGSI_TEXTURE_RECT;
+ case TEXTURE_1D_ARRAY_INDEX: return TGSI_TEXTURE_1D_ARRAY;
+ case TEXTURE_2D_ARRAY_INDEX: return TGSI_TEXTURE_2D_ARRAY;
default:
debug_assert( 0 );
return TGSI_TEXTURE_1D;