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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW --- - PBO glDrawPixels fails with MSAA"
href="https://bugs.freedesktop.org/show_bug.cgi?id=77412#c4">Comment # 4</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW --- - PBO glDrawPixels fails with MSAA"
href="https://bugs.freedesktop.org/show_bug.cgi?id=77412">bug 77412</a>
from <span class="vcard"><a class="email" href="mailto:kenneth@whitecape.org" title="Kenneth Graunke <kenneth@whitecape.org>"> <span class="fn">Kenneth Graunke</span></a>
</span></b>
<pre>Oh, great! I might have had my laptop on battery or something - it doesn't
clock up properly unless it's on AC. 3x sounds believable.
Although we normally allocate textures as tiled (since it's faster), there's no
hardware requirement that we do so - untiled textures work just fine. I don't
see why we couldn't use a PBO as a texture source. It'd probably just require
creating a gl_texture_object wrapper object.
We have a BindRenderbufferAsTexture driver hook that for turning a
gl_renderbuffer into a gl_texture_object...we might need a BindPBOAsTexture
hook or something.</pre>
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