[Mesa-dev] [PATCH v2] mesa: Fix swizzling for luminance/intensity in _mesa_readpixels
Chris Wilson
chris at chris-wilson.co.uk
Mon Jul 31 22:15:46 UTC 2017
Quoting Chris Wilson (2017-07-31 22:51:25)
> Luminance/Intensity when converted to RGB should be replicated to fill
> the RGB channels, but they differ on how the alpha channel is filled, as
> luminance is set to 1 (unless alpha is supplied) and intensity is
> replicated into alpha as well.
>
> https://www.khronos.org/opengl/wiki/Image_Format:
>
> Legacy Image Formats
>
> Warning: This section describes legacy OpenGL APIs that have been
> removed from core OpenGL 3.1 and above (they are only deprecated in
> OpenGL 3.0). It is recommended that you not use this functionality in
> your programs.
>
> As with other deprecated functionality, it is advised that you not rely
> on these features.
>
> Luminance and intensity formats are color formats. They are one or two
> channel formats like RED or RG, but they specify particular behavior.
>
> When a GL_RED format is sampled in a shader, the resulting vec4 is (Red,
> 0, 0, 1). When a GL_INTENSITY format is sampled, the resulting vec4 is
> (I, I, I, I). The single intensity value is read into all four
> components. For GL_LUMINANCE, the result is (L, L, L, 1). There is also
> a two-channel GL_LUMINANCE_ALPHA format, which gives (L, L, L, A).
>
> v2: luminance -> xxx1, intensity -> xxxx, luminance_alpha -> xxxw
If that quote is the expected behaviour for glReadPixels and
glGetTexSubImage, there's a similar stanza to fix in texgetimage.c
(As well as the piglit tests to update.)
With a quick grep through VK-GL-CTS I didn't anything to refer to.
-Chris
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