[Mesa-dev] [PATCH v3] mesa: Fix GLES2 OES float texture framebuffer rendering.

Tapani Pälli tapani.palli at intel.com
Wed Dec 12 06:42:30 UTC 2018



On 12/12/18 5:05 AM, Nick Kreeger wrote:
> This change enables GLES2 to render float/half-float textures to a
> framebuffer when the appropriate OES extensions are available.
> 
> This commit regressed OES GLES2 float texture rendering:
> https://gitlab.freedesktop.org/mesa/mesa/commit/e333035c47a6a4cc88f0f9ca2bced500538bebae

Which test/app got regressed? I'm curious because this commit also fixed 
a failing conformance test that explicitly tests that the fbo with float 
attachment should be marked incomplete.


> ---
>   src/mesa/main/fbobject.c | 20 +++++++++++---------
>   1 file changed, 11 insertions(+), 9 deletions(-)
> 
> diff --git a/src/mesa/main/fbobject.c b/src/mesa/main/fbobject.c
> index 23e4939619..cedfc3d81b 100644
> --- a/src/mesa/main/fbobject.c
> +++ b/src/mesa/main/fbobject.c
> @@ -869,15 +869,17 @@ test_attachment_completeness(const struct gl_context *ctx, GLenum format,
>               return;
>            }
>   
> -         /* OES_texture_float allows creation and use of floating point
> -          * textures with GL_FLOAT, GL_HALF_FLOAT but it does not allow
> -          * these textures to be used as a render target, this is done via
> -          * GL_EXT_color_buffer(_half)_float with set of new sized types.
> -          */
> -         if (_mesa_is_gles(ctx) && (texObj->_IsFloat || texObj->_IsHalfFloat)) {
> -            att_incomplete("bad internal format");
> -            att->Complete = GL_FALSE;
> -            return;
> +         if (_mesa_is_gles(ctx)) {
> +           /**
> +            * GL ES 2 will allow GL_FLOAT and GL_HALF_FLOAT to render as a
> +            * target when the appropriate OES_* extensions are available.
> +            */
> +           if ((texObj->_IsHalfFloat && !_mesa_has_OES_texture_half_float(ctx)) ||
> +               (texObj->_IsFloat && !_mesa_has_OES_texture_float(ctx))) {
> +             att_incomplete("bad internal format");
> +             att->Complete = GL_FALSE;
> +             return;
> +           }
>            }
>         }
>         else if (format == GL_DEPTH) {
> 


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