[Mesa-dev] Switching to the GL 4.4 sRGB rules for glBlitFramebuffer().
Ian Romanick
idr at freedesktop.org
Mon Aug 8 18:46:30 UTC 2016
Patches 1 through 5 and 7 through 9 are
Reviewed-by: Ian Romanick <ian.d.romanick at intel.com>
I sent one trivial comment on patch 9.
On 08/04/2016 04:14 PM, Kenneth Graunke wrote:
> Hello,
>
> This combined patch series updates both Piglit and Mesa to implement
> the modern GL 4.4+ rules for sRGB encoding/decoding in BlitFramebuffer().
>
> The new GL 4.4 rules make it possible to match the behavior of ES 3.x
> (always encode and decode), and the old behavior (never encode or decode).
> If GL_FRAMEBUFFER_SRGB is enabled, encode and decode happen. If not,
> no conversions apply. This is a change in behavior, which could break
> applications.
>
> Paul Berry wrote Piglit tests in 2012 which matched the NVIDIA driver
> behavior at the time, which was to never apply conversions. It appears
> that NVIDIA has changed their behavior, and now implements the GL 4.4
> rules. They fail the Piglit tests, but begin passing after my patches.
> I'm told that AMD/Catalyst follows the 4.4+ rules too, but I haven't
> tested that personally.
>
> Left 4 Dead 2 used to require the old behavior, but I retested with
> these patches, and it seems to be working fine. I'm assuming they
> updated their application when the closed drivers changed behavior.
>
> I've updated Gallium, Meta, and i965/blorp. Please review - this
> will impact everyone. I highly recommend reading patch 3, as it
> summarizes the changes in all GL 4.x specs.
>
> Because working on sRGB drives people insane, here's an ode to
> non-linear colorspaces:
>
> sRGB rules, GL broke
> some rendering glistened brightly
> some rendering grew bleak
> spec reformulations greatly bewilder
> surprisingly reasonable GL became
>
> should review go badly,
> submitter's rationality goes b'bye
>
> Thanks,
> --Ken
>
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