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							- Name
 - 
 -     MESA_texture_array
 - 
 - Name Strings
 - 
 -     GL_MESA_texture_array
 - 
 - Contact
 - 
 -     Ian Romanick, IBM (idr 'at' us.ibm.com)
 - 
 - IP Status
 - 
 -     No known IP issues.
 - 
 - Status
 - 
 -     Shipping in Mesa 7.1
 - 
 - Version
 - 
 - 
 - Number
 - 
 -     TBD
 - 
 - Dependencies
 - 
 -     OpenGL 1.2 or GL_EXT_texture3D is required.
 - 
 -     Support for ARB_fragment_program is assumed, but not required.
 - 
 -     Support for ARB_fragment_program_shadow is assumed, but not required.
 - 
 -     Support for EXT_framebuffer_object is assumed, but not required.
 - 
 -     Written based on the wording of the OpenGL 2.0 specification and
 -     ARB_fragment_program_shadow but not dependent on them.
 - 
 - Overview
 - 
 -     There are a number of circumstances where an application may wish to
 -     blend two textures out of a larger set of textures.  Moreover, in some
 -     cases the selected textures may vary on a per-fragment basis within
 -     a polygon.  Several examples include:
 - 
 -        1. High dynamic range textures.  The application stores several
 -        different "exposures" of an image as different textures.  On a
 -        per-fragment basis, the application selects which exposures are
 -        used.
 - 
 -        2. A terrain engine where the altitude of a point determines the
 -        texture applied to it.  If the transition is from beach sand to
 -        grass to rocks to snow, the application will store each texture
 -        in a different texture map, and dynamically select which two
 -        textures to blend at run-time.
 - 
 -        3. Storing short video clips in textures.  Each depth slice is a
 -        single frame of video.
 - 
 -     Several solutions to this problem have been proposed, but they either
 -     involve using a separate texture unit for each texture map or using 3D
 -     textures without mipmaps.  Both of these options have major drawbacks.
 - 
 -     This extension provides a third alternative that eliminates the major
 -     drawbacks of both previous methods.  A new texture target,
 -     TEXTURE_2D_ARRAY, is added that functions identically to TEXTURE_3D in
 -     all aspects except the sizes of the non-base level images.  In
 -     traditional 3D texturing, the size of the N+1 LOD is half the size
 -     of the N LOD in all three dimensions.  For the TEXTURE_2D_ARRAY target,
 -     the height and width of the N+1 LOD is halved, but the depth is the
 -     same for all levels of detail. The texture then becomes an array of
 -     2D textures.  The per-fragment texel is selected by the R texture
 -     coordinate.
 - 
 -     References:
 - 
 -         http://www.opengl.org/discussion_boards/cgi_directory/ultimatebb.cgi?ubb=get_topic;f=3;t=011557
 -         http://www.opengl.org/discussion_boards/cgi_directory/ultimatebb.cgi?ubb=get_topic;f=3;t=000516
 -         http://www.opengl.org/discussion_boards/cgi_directory/ultimatebb.cgi?ubb=get_topic;f=3;t=011903
 -         http://www.delphi3d.net/articles/viewarticle.php?article=terraintex.htm
 - 
 - New Procedures and Functions
 - 
 -     All functions come directly from EXT_texture_array.
 - 
 -     void FramebufferTextureLayerEXT(enum target, enum attachment,
 -                                     uint texture, int level, int layer);
 - 
 - New Tokens
 - 
 -     All token names and values come directly from EXT_texture_array.
 - 
 -     Accepted by the <cap> parameter of Enable, Disable, and IsEnabled, by
 -     the <pname> parameter of GetBooleanv, GetIntegerv, GetFloatv, and
 -     GetDoublev, and by the <target> parameter of TexImage3D, GetTexImage,
 -     GetTexLevelParameteriv, GetTexLevelParameterfv, GetTexParameteriv, and
 -     GetTexParameterfv:
 - 
 -         TEXTURE_1D_ARRAY_EXT                            0x8C18
 -         TEXTURE_2D_ARRAY_EXT                            0x8C1A
 - 
 -     Accepted by the <target> parameter of TexImage2D, TexSubImage2D,
 -     CopyTexImage2D, CopyTexSubImage2D, CompressedTexImage2D,
 -     CompressedTexSubImage2D, GetTexLevelParameteriv, and 
 -     GetTexLevelParameterfv:
 - 
 -         TEXTURE_1D_ARRAY_EXT
 -         PROXY_TEXTURE_1D_ARRAY_EXT                      0x8C19
 - 
 -     Accepted by the <target> parameter of TexImage3D, TexSubImage3D,
 -     CopyTexSubImage3D, CompressedTexImage3D, CompressedTexSubImage3D,
 -     GetTexLevelParameteriv, and GetTexLevelParameterfv:
 - 
 -         TEXTURE_2D_ARRAY_EXT
 -         PROXY_TEXTURE_2D_ARRAY_EXT                      0x8C1B
 - 
 -     Accepted by the <pname> parameter of GetBooleanv, GetIntegerv,
 -     GetFloatv, and GetDoublev
 - 
 -         TEXTURE_BINDING_1D_ARRAY_EXT                    0x8C1C
 -         TEXTURE_BINDING_2D_ARRAY_EXT                    0x8C1D
 -         MAX_ARRAY_TEXTURE_LAYERS_EXT                    0x88FF
 - 
 -     Accepted by the <param> parameter of TexParameterf, TexParameteri,
 -     TexParameterfv, and TexParameteriv when the <pname> parameter is
 -     TEXTURE_COMPARE_MODE_ARB:
 - 
 -         COMPARE_REF_DEPTH_TO_TEXTURE_EXT                0x884E
 - 
 -     (Note:  COMPARE_REF_DEPTH_TO_TEXTURE_EXT is simply an alias for the
 -     existing COMPARE_R_TO_TEXTURE token in OpenGL 2.0; the alternate name
 -     reflects the fact that the R coordinate is not always used.)
 - 
 -     Accepted by the <internalformat> parameter of TexImage3D and
 -     CompressedTexImage3D, and by the <format> parameter of
 -     CompressedTexSubImage3D:
 - 
 -         COMPRESSED_RGB_S3TC_DXT1_EXT
 -         COMPRESSED_RGBA_S3TC_DXT1_EXT
 -         COMPRESSED_RGBA_S3TC_DXT3_EXT
 -         COMPRESSED_RGBA_S3TC_DXT5_EXT
 - 
 -     Accepted by the <pname> parameter of
 -     GetFramebufferAttachmentParameterivEXT:
 - 
 -         FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT          0x8CD4
 - 
 -     (Note:  FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER is simply an alias for the
 -     FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_EXT token provided in
 -     EXT_framebuffer_object.  This extension generalizes the notion of
 -     "<zoffset>" to include layers of an array texture.)
 - 
 - Additions to Chapter 2 of the OpenGL 2.0 Specification (OpenGL Operation)
 - 
 -     None
 - 
 - Additions to Chapter 3 of the OpenGL 2.0 Specification (Rasterization)
 - 
 -     -- Section 3.8.1 "Texture Image Specification"
 - 
 -        Change the first paragraph (page 150) to say (spec changes identical to
 -        EXT_texture_array):
 - 
 -        "The command
 - 
 -          void TexImage3D(enum target, int level, int internalformat,
 -                          sizei width, sizei height, sizei depth, int border,
 -                          enum format, enum type, void *data);
 - 
 -        is used to specify a three-dimensional texture image. target must be one
 -        one of TEXTURE_3D for a three-dimensional texture or
 -        TEXTURE_2D_ARRAY_EXT for an two-dimensional array texture.
 -        Additionally, target may be either PROXY_TEXTURE_3D for a
 -        three-dimensional proxy texture, or PROXY_TEXTURE_2D_ARRAY_EXT for a
 -        two-dimensional proxy array texture."
 - 
 -        Change the fourth paragraph on page 151 to say (spec changes identical
 -        to EXT_texture_array):
 - 
 -        "Textures with a base internal format of DEPTH_COMPONENT are supported
 -        by texture image specification commands only if target is TEXTURE_1D,
 -        TEXTURE_2D, TEXTURE_1D_ARRAY_EXT, TEXTURE_2D_ARRAY_EXT,
 -        PROXY_TEXTURE_1D, PROXY_TEXTURE_2D, PROXY_TEXTURE_1D_ARRAY_EXT, or
 -        PROXY_TEXTURE_2D_ARRAY_EXT. Using this format in conjunction with any
 -        other target will result in an INVALID_OPERATION error."
 - 
 - 
 -        Change the fourth paragraph on page 156 to say (spec changes identical
 -        to EXT_texture_array):
 -        
 -        "The command
 - 
 -          void TexImage2D(enum target, int level,
 -                          int internalformat, sizei width, sizei height,
 -                          int border, enum format, enum type, void *data);
 - 
 -        is used to specify a two-dimensional texture image. target must be one
 -        of TEXTURE_2D for a two-dimensional texture, TEXTURE_1D_ARRAY_EXT for a
 -        one-dimensional array texture, or one of TEXTURE_CUBE_MAP_POSITIVE_X,
 -        TEXTURE_CUBE_MAP_NEGATIVE_X, TEXTURE_CUBE_MAP_POSITIVE_Y,
 -        TEXTURE_CUBE_MAP_NEGATIVE_Y, TEXTURE_CUBE_MAP_POSITIVE_Z, or
 -        TEXTURE_CUBE_MAP_NEGATIVE_Z for a cube map texture. Additionally,
 -        target may be either PROXY_TEXTURE_2D for a two-dimensional proxy
 -        texture, PROXY_TEXTURE_1D_ARRAY_EXT for a one-dimensional proxy array
 -        texture, or PROXY TEXTURE_CUBE_MAP for a cube map proxy texture in the
 -        special case discussed in section 3.8.11.  The other parameters match
 -        the corresponding parameters of TexImage3D.
 - 
 -        For the purposes of decoding the texture image, TexImage2D is
 -        equivalent to calling TexImage3D with corresponding arguments and depth
 -        of 1, except that
 - 
 -          * The border depth, d_b, is zero, and the depth of the image is
 -            always 1 regardless of the value of border. 
 - 
 -          * The border height, h_b, is zero if <target> is
 -            TEXTURE_1D_ARRAY_EXT, and <border> otherwise.
 - 
 -          * Convolution will be performed on the image (possibly changing its
 -            width and height) if SEPARABLE 2D or CONVOLUTION 2D is enabled.
 - 
 -          * UNPACK SKIP IMAGES is ignored."
 - 
 -     -- Section 3.8.2 "Alternate Texture Image Specification Commands"
 - 
 -        Change the second paragraph (page 159) (spec changes identical
 -        to EXT_texture_array):
 - 
 -        "The command
 - 
 -          void CopyTexImage2D(enum target, int level,
 -                              enum internalformat, int x, int y, sizei width,
 -                              sizei height, int border);
 - 
 -        defines a two-dimensional texture image in exactly the manner of
 -        TexImage2D, except that the image data are taken from the framebuffer
 -        rather than from client memory. Currently, target must be one of
 -        TEXTURE_2D, TEXTURE_1D_ARRAY_EXT, TEXTURE_CUBE_MAP_POSITIVE_X,
 -        TEXTURE_CUBE_MAP_NEGATIVE_X, TEXTURE_CUBE MAP_POSITIVE_Y,
 -        TEXTURE_CUBE_MAP_NEGATIVE_Y, TEXTURE_CUBE_MAP_POSITIVE_Z, or
 -        TEXTURE_CUBE_MAP_NEGATIVE_Z.
 - 
 - 
 -        Change the last paragraph on page 160 to say (spec changes identical
 -        to EXT_texture_array):
 - 
 -        "Currently the target arguments of TexSubImage1D and CopyTexSubImage1D
 -        must be TEXTURE_1D, the target arguments of TexSubImage2D and
 -        CopyTexSubImage2D must be one of TEXTURE_2D, TEXTURE_1D_ARRAY_EXT,
 -        TEXTURE_CUBE_MAP_POSITIVE_X, TEXTURE_CUBE_MAP_NEGATIVE_X,
 -        TEXTURE_CUBE_MAP_POSITIVE_Y, TEXTURE_CUBE_MAP_NEGATIVE_Y,
 -        TEXTURE_CUBE_MAP_POSITIVE_Z, or TEXTURE_CUBE_MAP_NEGATIVE_Z, and the
 -        target arguments of TexSubImage3D and CopyTexSubImage3D must be
 -        TEXTURE_3D or TEXTURE_2D_ARRAY_EXT. ..."
 - 
 - 
 -     -- Section 3.8.4 "Texture Parameters"
 - 
 -        Change the first paragraph (page 166) to say:
 - 
 -        "Various parameters control how the texel array is treated when
 -        specified or changed, and when applied to a fragment. Each parameter is
 -        set by calling
 - 
 -          void TexParameter{if}(enum target, enum pname, T param); 
 -          void TexParameter{if}v(enum target, enum pname, T params);
 - 
 -        target is the target, either TEXTURE_1D, TEXTURE_2D, TEXTURE_3D,
 -        TEXTURE_CUBE_MAP, TEXTURE_1D_ARRAY_EXT, or TEXTURE_2D_ARRAY_EXT."
 - 
 - 
 -     -- Section 3.8.8 "Texture Minification" in the section "Scale Factor and Level of Detail"
 - 
 -        Change the first paragraph (page 172) to say:
 - 
 -        "Let s(x,y) be the function that associates an s texture coordinate
 -        with each set of window coordinates (x,y) that lie within a primitive;
 -        define t(x,y) and r(x,y) analogously.  Let u(x,y) = w_t * s(x,y),
 -        v(x,y) = h_t * t(x,y), and w(x,y) = d_t * r(x,y), where w_t, h_t,
 -        and d_t are as defined by equations 3.15, 3.16, and 3.17 with
 -        w_s, h_s, and d_s equal to the width, height, and depth of the
 -        image array whose level is level_base.  For a one-dimensional
 -        texture or a one-dimensional array texture, define v(x,y) = 0 and
 -        w(x,y) = 0; for a two-dimensional texture or a two-dimensional array
 -        texture, define w(x,y) = 0..."
 - 
 -     -- Section 3.8.8 "Texture Minification" in the section "Mipmapping"
 - 
 -        Change the third paragraph (page 174) to say:
 -        
 -        "For a two-dimensional texture, two-dimensional array texture, or
 -        cube map texture,"
 - 
 -        Change the fourth paragraph (page 174) to say:
 - 
 -        "And for a one-dimensional texture or a one-dimensional array texture,"
 - 
 -        After the first paragraph (page 175) add:
 - 
 -        "For one-dimensional array textures, h_b and d_b are treated as 1,
 -        regardless of the actual values, when performing mipmap calculations.
 -        For two-dimensional array textures, d_b is always treated as one,
 -        regardless of the actual value, when performing mipmap calculations."
 - 
 -     -- Section 3.8.8 "Automatic Mipmap Generation" in the section "Mipmapping"
 - 
 -        Change the third paragraph (page 176) to say (spec changes identical
 -        to EXT_texture_array):
 - 
 -        "The contents of the derived arrays are computed by repeated, filtered
 -        reduction of the level_base array.  For one- and two-dimensional array
 -        textures, each layer is filtered independently.  ..."
 - 
 -     -- Section 3.8.8 "Manual Mipmap Generation" in the section "Mipmapping"
 - 
 -        Change first paragraph to say (spec changes identical to
 -        EXT_texture_array):
 - 
 -        "Mipmaps can be generated manually with the command
 - 
 -          void GenerateMipmapEXT(enum target);
 - 
 -        where <target> is one of TEXTURE_1D, TEXTURE_2D, TEXTURE_CUBE_MAP,
 -        TEXTURE_3D, TEXTURE_1D_ARRAY, or TEXTURE_2D_ARRAY.  Mipmap generation
 -        affects the texture image attached to <target>.  ..."
 - 
 -     -- Section 3.8.10 "Texture Completeness"
 - 
 -        Change the second paragaph (page 177) to say (spec changes identical
 -        to EXT_texture_array):
 - 
 -        "For one-, two-, or three-dimensional textures and one- or
 -        two-dimensional array textures, a texture is complete if the following
 -        conditions all hold true:"
 - 
 -     -- Section 3.8.11 "Texture State and Proxy State"
 - 
 -        Change the second and third paragraphs (page 179) to say (spec changes
 -        identical to EXT_texture_array):
 - 
 -        "In addition to image arrays for one-, two-, and three-dimensional
 -        textures, one- and two-dimensional array textures, and the six image
 -        arrays for the cube map texture, partially instantiated image arrays
 -        are maintained for one-, two-, and three-dimensional textures and one-
 -        and two-dimensional array textures.  Additionally, a single proxy image
 -        array is maintained for the cube map texture.  Each proxy image array
 -        includes width, height, depth, border width, and internal format state
 -        values, as well as state for the red, green, blue, alpha, luminance,
 -        and intensity component resolutions. Proxy image arrays do not include
 -        image data, nor do they include texture properties. When TexImage3D is
 -        executed with target specified as PROXY_TEXTURE_3D, the
 -        three-dimensional proxy state values of the specified level-of-detail
 -        are recomputed and updated. If the image array would not be supported
 -        by TexImage3D called with target set to TEXTURE 3D, no error is
 -        generated, but the proxy width, height, depth, border width, and
 -        component resolutions are set to zero. If the image array would be
 -        supported by such a call to TexImage3D, the proxy state values are set
 -        exactly as though the actual image array were being specified. No pixel
 -        data are transferred or processed in either case.
 - 
 -        Proxy arrays for one- and two-dimensional textures and one- and
 -        two-dimensional array textures are operated on in the same way when
 -        TexImage1D is executed with target specified as PROXY_TEXTURE_1D,
 -        TexImage2D is executed with target specified as PROXY_TEXTURE_2D or
 -        PROXY_TEXTURE_1D_ARRAY_EXT, or TexImage3D is executed with target
 -        specified as PROXY_TETXURE_2D_ARRAY_EXT."
 - 
 -     -- Section 3.8.12 "Texture Objects"
 - 
 -        Change section (page 180) to say (spec changes identical to 
 -        EXT_texture_array):
 - 
 -        "In addition to the default textures TEXTURE_1D, TEXTURE_2D,
 -        TEXTURE_3D, TEXTURE_CUBE_MAP, TEXTURE_1D_ARRAY_EXT, and TEXTURE_2D_EXT,
 -        named one-, two-, and three-dimensional, cube map, and one- and
 -        two-dimensional array texture objects can be created and operated upon.
 -        The name space for texture objects is the unsigned integers, with zero
 -        reserved by the GL.
 - 
 -        A texture object is created by binding an unused name to TEXTURE_1D,
 -        TEXTURE_2D, TEXTURE_3D, TEXTURE_CUBE_MAP, TEXTURE_1D_ARRAY_EXT, or
 -        TEXTURE_2D_ARRAY_EXT. The binding is effected by calling
 - 
 -          void BindTexture(enum target, uint texture);
 - 
 -        with <target> set to the desired texture target and <texture> set to
 -        the unused name.  The resulting texture object is a new state vector,
 -        comprising all the state values listed in section 3.8.11, set to the
 -        same initial values. If the new texture object is bound to TEXTURE_1D,
 -        TEXTURE_2D, TEXTURE_3D, TEXTURE_CUBE_MAP, TEXTURE_1D_ARRAY_EXT, or
 -        TEXTURE_2D_ARRAY_EXT, it is and remains a one-, two-,
 -        three-dimensional, cube map, one- or two-dimensional array texture
 -        respectively until it is deleted.
 - 
 -        BindTexture may also be used to bind an existing texture object to
 -        either TEXTURE_1D, TEXTURE_2D, TEXTURE_3D, TEXTURE_CUBE_MAP,
 -        TEXTURE_1D_ARRAY_EXT, or TEXTURE_2D_ARRAY_EXT. The error
 -        INVALID_OPERATION is generated if an attempt is made to bind a texture
 -        object of different dimensionality than the specified target. If the
 -        bind is successful no change is made to the state of the bound texture
 -        object, and any previous binding to target is broken.
 - 
 -        While a texture object is bound, GL operations on the target to which
 -        it is bound affect the bound object, and queries of the target to which
 -        it is bound return state from the bound object. If texture mapping of
 -        the dimensionality of the target to which a texture object is bound is
 -        enabled, the state of the bound texture object directs the texturing
 -        operation.
 - 
 -        In the initial state, TEXTURE_1D, TEXTURE_2D, TEXTURE_3D,
 -        TEXTURE_CUBE_MAP, TEXTURE_1D_ARRAY_EXT, and TEXTURE_2D_ARRAY_EXT have
 -        one-, two-, three-dimensional, cube map, and one- and two-dimensional
 -        array texture state vectors respectively associated with them. In order
 -        that access to these initial textures not be lost, they are treated as
 -        texture objects all of whose names are 0. The initial one-, two-,
 -        three-dimensional, cube map, one- and two-dimensional array textures
 -        are therefore operated upon, queried, and applied as TEXTURE_1D,
 -        TEXTURE_2D, TEXTURE_3D, TEXTURE_CUBE_MAP, TEXTURE_1D_ARRAY_EXT, and
 -        TEXTURE_2D_ARRAY_EXT respectively while 0 is bound to the corresponding
 -        targets.
 - 
 -        Change second paragraph on page 181 to say (spec changes identical to 
 -        EXT_texture_array):
 -        
 -        "...  If a texture that is currently bound to one of the targets
 -        TEXTURE_1D, TEXTURE_2D, TEXTURE_3D, TEXTURE_CUBE_MAP,
 -        TEXTURE_1D_ARRAY_EXT, or TEXTURE_2D_ARRAY_EXT is deleted, it is as
 -        though BindTexture had been executed with the same target and texture
 -        zero. ..."
 - 
 -        Change second paragraph on page 182 to say (spec changes identical to 
 -        EXT_texture_array):
 -        
 -        "The texture object name space, including the initial one-, two-, and
 -        three dimensional, cube map, and one- and two-dimensional array texture
 -        objects, is shared among all texture units. ..."
 - 
 - 
 -     -- Section 3.8.14 "Depth Texture Comparison Modes" in "Texture Comparison Modes"
 - 
 -        Change second through fourth paragraphs (page 188) to say:
 - 
 -        "Let D_t be the depth texture value, in the range [0, 1].  For
 -        texture lookups from one- and two-dimesional, rectangle, and
 -        one-dimensional array targets, let R be the interpolated <r>
 -        texture coordinate, clamped to the range [0, 1].  For texture lookups
 -        from two-dimesional array texture targets, let R be the interpolated
 -        <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 paragraphi 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.||
 
 
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