[Mesa-dev] sRGB in gallium
e0425955 at student.tuwien.ac.at
Thu Feb 10 02:06:11 PST 2011
On 10.02.2011 09:47, José Fonseca wrote:
> On Wed, 2011-02-09 at 17:55 -0800, Dave Airlie wrote:
>> On Thu, Feb 10, 2011 at 11:27 AM, Marek Olšák <maraeo at gmail.com> wrote:
>>> In this case, we always use the corresponding linear format in create_surface,
>>> therefore we should check for linear format support as well.
>> Seems sane to me.
> The patch looks good to me.
> But it reminds me of something I've been planning to ask here for some
> time now:
> Wouldn't it be easier/cleaner if sRGB sampling/rendering support was not
> done through formats, but through enable/disable bits in
> I know that DX9 has it as a state, DX10 doesn't even have SRGB anywher
> -- I suppose it has to handed in the shaders.
> How does the recent hardware cope with this? different RGB/sRGB formats,
> sampling/rendertarget state, or shader instruction?
nv50,nvc0 have both - SRGB framebuffer formats (but only for the
A8B8G8R8/A8R8G8B8 formats) and an SRGB switch that can be made part of a
But, I'm not sure if there is a difference between using an SRGB
RT_FORMAT and using a non-SRGB format but setting the FRAMEBUFFER_SRGB bit.
Also, the sampler *views* have an orthogonal SRGB bit.
It's definitely not to be done in a shader though, blending wouldn't
work properly that way I think.
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