[Mesa-dev] [PATCH] mesa: fix glGetTexImage for srgb textures when srgb decode is skipped

Brian Paul brian.e.paul at gmail.com
Mon May 23 07:45:21 PDT 2011


I think another approach would be to temporarily set the
Sampler.sRGBDecode field to GL_SKIP_DECODE_EXT, use the non-sRGB path
to get the texels, then restore Sampler.sRGBDecode to its original
value.  Call _mesa_set_fetch_functions() as needed to choose the
non-decoding texel fetch functions.  Then we could avoid the
linear_to_nonlinear() function altogether.

We should probably have a piglit test to exercise glGetTexImage with
sRGB textures...

-Brian


On Sat, May 21, 2011 at 5:37 PM, Mike Kaplinskiy
<mike.kaplinskiy at gmail.com> wrote:
> Sorry looks like I edited that comment a few too many times. Here's an
> updated patch with the comment fixed.
>
> On Sat, May 21, 2011 at 7:15 PM, Mike Kaplinskiy
> <mike.kaplinskiy at gmail.com> wrote:
>> This fixes the loading screen for Assassins Creed Brotherhood running
>> under wine for me [exposed by a fast-path that actually fixed it at
>> be0a2f62f3a5bc6f05c3c7c6b674f2688aee031d]. May also fix bug 37150.
>>
>
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