[Mesa-dev] [PATCH] mesa: fix glGetTexImage for srgb textures when srgb decode is skipped
Brian Paul
brianp at vmware.com
Tue May 24 08:03:03 PDT 2011
This looks good. I'll commit it soon.
-Brian
On 05/23/2011 10:33 PM, Mike Kaplinskiy wrote:
> I see; that sounds fine. I was a bit wary of changing the code since I
> don't know what else calls it. Would something like the attached work?
>
> I also included an attempt at changing the tex-srgb piglit test to
> check for glGetTexImage.
>
> On Mon, May 23, 2011 at 11:57 AM, Roland Scheidegger<sroland at vmware.com> wrote:
>> I'd support that as well, sounds more sane than doing
>> nonlinear-to-linear plus linear-to-linear - when I did the fast-path
>> srgb texgetimage patch I didn't notice there is already other code which
>> is switching the fetch functions for GL_SKIP_DECODE_EXT.
>> Sounds to me though wine is doing something inefficient in the first
>> place, since I don't think d3d apps would generally do something which
>> would really require reading back the texture image.
>>
>> Roland
>>
>>
>> Am 23.05.2011 16:45, schrieb Brian Paul:
>>> 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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>>
>>
>>
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