[Mesa-dev] [PATCH 1/2] mesa: Use the effective internal format instead for validation

Eduardo Lima Mitev elima at igalia.com
Thu Sep 24 02:05:10 PDT 2015


On 09/24/2015 01:04 AM, Mark Janes wrote:
> Hi Eduardo,
> 
> I can't get this patch to apply to any recent version of glformats.c
> 
> Can you double check it?
> 

Hi Mark,

Yes, I just rebased it and fixed the conflicts. After Jason's feedback,
I sent the whole series dropping the last patch, because it seems to
just work around 3 dEQP tests that are buggy.

http://lists.freedesktop.org/archives/mesa-dev/2015-September/095191.html

cheers,
Eduardo

> thanks,
> 
> Mark
> 
> Eduardo Lima Mitev <elima at igalia.com> writes:
> 
>> When validating format+type+internalFormat for texture pixel operations
>> on GLES3, the effective internal format should be used if the one
>> specified is an unsized internal format. Page 127, section "3.8 Texturing"
>> of the GLES 3.0.4 spec says:
>>
>>     "if internalformat is a base internal format, the effective internal
>>      format is a sized internal format that is derived from the format and
>>      type for internal use by the GL. Table 3.12 specifies the mapping of
>>      format and type to effective internal formats. The effective internal
>>      format is used by the GL for purposes such as texture completeness or
>>      type checks for CopyTex* commands. In these cases, the GL is required
>>      to operate as if the effective internal format was used as the
>>      internalformat when specifying the texture data."
>>
>> v2: Per the spec, Luminance8Alpha8, Luminance8 and Alpha8 should not be
>> considered sized internal formats. Return the corresponding unsize format
>> instead.
>>
>> v4: * Improved comments in
>>       _mesa_es3_effective_internal_format_for_format_and_type().
>>     * Splitted patch to separate chunk about reordering of
>>       error_check_subtexture_dimensions() error check, which is not directly
>>       related with this patch.
>>
>> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=91582
>> ---
>>  src/mesa/main/glformats.c | 151 ++++++++++++++++++++++++++++++++++++++++++++++
>>  1 file changed, 151 insertions(+)
>>
>> diff --git a/src/mesa/main/glformats.c b/src/mesa/main/glformats.c
>> index e4e0fdc..36d59bb 100644
>> --- a/src/mesa/main/glformats.c
>> +++ b/src/mesa/main/glformats.c
>> @@ -2680,6 +2680,127 @@ _mesa_base_tex_format(const struct gl_context *ctx, GLint internalFormat)
>>  }
>>  
>>  /**
>> + * Returns the effective internal format from a texture format and type.
>> + * This is used by texture image operations internally for validation, when
>> + * the specified internal format is a base (unsized) format.
>> + *
>> + * This method will only return a valid effective internal format if the
>> + * combination of format, type and internal format in base form, is acceptable.
>> + *
>> + * If a single sized internal format is defined in the spec (OpenGL-ES 3.0.4) or
>> + * in extensions, to unambiguously correspond to the given base format, then
>> + * that internal format is returned as the effective. Otherwise, if the
>> + * combination is accepted but a single effective format is not defined, the
>> + * passed base format will be returned instead.
>> + *
>> + * \param format the texture format
>> + * \param type the texture type
>> + */
>> +static GLenum
>> +_mesa_es3_effective_internal_format_for_format_and_type(GLenum format,
>> +                                                        GLenum type)
>> +{
>> +   switch (type) {
>> +   case GL_UNSIGNED_BYTE:
>> +      switch (format) {
>> +      case GL_RGBA:
>> +         return GL_RGBA8;
>> +      case GL_RGB:
>> +         return GL_RGB8;
>> +      /* Although LUMINANCE_ALPHA, LUMINANCE and ALPHA appear in table 3.12,
>> +       * (section 3.8 Texturing, page 128 of the OpenGL-ES 3.0.4) as effective
>> +       * internal formats, they do not correspond to GL constants, so the base
>> +       * format is returned instead.
>> +       */
>> +      case GL_LUMINANCE_ALPHA:
>> +      case GL_LUMINANCE:
>> +      case GL_ALPHA:
>> +         return format;
>> +      }
>> +      break;
>> +
>> +   case GL_UNSIGNED_SHORT_4_4_4_4:
>> +      if (format == GL_RGBA)
>> +         return GL_RGBA4;
>> +      break;
>> +
>> +   case GL_UNSIGNED_SHORT_5_5_5_1:
>> +      if (format == GL_RGBA)
>> +         return GL_RGB5_A1;
>> +      break;
>> +
>> +   case GL_UNSIGNED_SHORT_5_6_5:
>> +      if (format == GL_RGB)
>> +         return GL_RGB565;
>> +      break;
>> +
>> +   /* OES_packed_depth_stencil */
>> +   case GL_UNSIGNED_INT_24_8:
>> +      if (format == GL_DEPTH_STENCIL)
>> +         return GL_DEPTH24_STENCIL8;
>> +      break;
>> +
>> +   case GL_FLOAT_32_UNSIGNED_INT_24_8_REV:
>> +      if (format == GL_DEPTH_STENCIL)
>> +         return GL_DEPTH32F_STENCIL8;
>> +      break;
>> +
>> +   case GL_UNSIGNED_SHORT:
>> +      if (format == GL_DEPTH_COMPONENT)
>> +         return GL_DEPTH_COMPONENT16;
>> +      break;
>> +
>> +   case GL_UNSIGNED_INT:
>> +      /* It can be DEPTH_COMPONENT16 or DEPTH_COMPONENT24, so just return
>> +       * the format.
>> +       */
>> +      if (format == GL_DEPTH_COMPONENT)
>> +         return format;
>> +      break;
>> +
>> +   /* OES_texture_float and OES_texture_half_float */
>> +   case GL_FLOAT:
>> +      if (format == GL_DEPTH_COMPONENT)
>> +         return GL_DEPTH_COMPONENT32F;
>> +      /* fall through */
>> +   case GL_HALF_FLOAT_OES:
>> +      switch (format) {
>> +      case GL_RGBA:
>> +      case GL_RGB:
>> +      case GL_LUMINANCE_ALPHA:
>> +      case GL_LUMINANCE:
>> +      case GL_ALPHA:
>> +      case GL_RED:
>> +      case GL_RG:
>> +         return format;
>> +      }
>> +      break;
>> +   case GL_HALF_FLOAT:
>> +      switch (format) {
>> +      case GL_RG:
>> +      case GL_RED:
>> +         return format;
>> +      }
>> +      break;
>> +
>> +   /* GL_EXT_texture_type_2_10_10_10_REV */
>> +   case GL_UNSIGNED_INT_2_10_10_10_REV:
>> +      switch (format) {
>> +      case GL_RGBA:
>> +      case GL_RGB:
>> +         return format;
>> +      }
>> +      break;
>> +
>> +   default:
>> +      /* fall through and return NONE */
>> +      break;
>> +   }
>> +
>> +   return GL_NONE;
>> +}
>> +
>> +/**
>>   * Do error checking of format/type combinations for OpenGL ES 3
>>   * glTex[Sub]Image.
>>   * \return error code, or GL_NO_ERROR.
>> @@ -2689,6 +2810,36 @@ _mesa_es3_error_check_format_and_type(const struct gl_context *ctx,
>>                                        GLenum format, GLenum type,
>>                                        GLenum internalFormat)
>>  {
>> +   /* If internalFormat is an unsized format, then the effective internal
>> +    * format derived from format and type should be used instead. Page 127,
>> +    * section "3.8 Texturing" of the GLES 3.0.4 spec states:
>> +    *
>> +    *    "if internalformat is a base internal format, the effective
>> +    *     internal format is a sized internal format that is derived
>> +    *     from the format and type for internal use by the GL.
>> +    *     Table 3.12 specifies the mapping of format and type to effective
>> +    *     internal formats. The effective internal format is used by the GL
>> +    *     for purposes such as texture completeness or type checks for
>> +    *     CopyTex* commands. In these cases, the GL is required to operate
>> +    *     as if the effective internal format was used as the internalformat
>> +    *     when specifying the texture data."
>> +    */
>> +   if (_mesa_is_enum_format_unsized(internalFormat)) {
>> +      GLenum effectiveInternalFormat =
>> +         _mesa_es3_effective_internal_format_for_format_and_type(format, type);
>> +
>> +      if (effectiveInternalFormat == GL_NONE)
>> +         return GL_INVALID_OPERATION;
>> +
>> +      GLenum baseInternalFormat =
>> +         _mesa_base_tex_format(ctx, effectiveInternalFormat);
>> +
>> +      if (internalFormat != baseInternalFormat)
>> +         return GL_INVALID_OPERATION;
>> +
>> +      internalFormat = effectiveInternalFormat;
>> +   }
>> +
>>     switch (format) {
>>     case GL_RGBA:
>>        switch (type) {
>> -- 
>> 2.4.6
>>
>> _______________________________________________
>> mesa-dev mailing list
>> mesa-dev at lists.freedesktop.org
>> http://lists.freedesktop.org/mailman/listinfo/mesa-dev
> 



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