[Mesa-stable] [PATCH] mesa: Enable ASTC in GLES' [NUM_]COMPRESSED_TEXTURE_FORMATS queries

Nanley Chery nanleychery at gmail.com
Mon Oct 26 16:44:09 PDT 2015


On Mon, Oct 26, 2015 at 4:30 PM, Ian Romanick <idr at freedesktop.org> wrote:

> Reviewed-by: Ian Romanick <ian.d.romanick at intel.com>
>
> On 10/21/2015 03:06 PM, Nanley Chery wrote:
> > From: Nanley Chery <nanley.g.chery at intel.com>
> >
> > In OpenGL ES, the COMPRESSED_TEXTURE_FORMATS query returns the set of
> > supported specific compressed formats. Since ASTC formats fit within
> > that category, include them in the set and update the
> > NUM_COMPRESSED_TEXTURE_FORMATS query as well.
> >
> > This enables GLES2-based ASTC dEQP tests to run. See the Bugzilla for
> > more info.
> >
> > Cc: "11.0" <mesa-stable at lists.freedesktop.org>
>
> I think we were mistaken about this... ASTC isn't actually in 11.0, is it?
>
>
You're right. It is not in 11.0.


> > Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92193
> > Reported-by: Tapani Pälli <tapani.palli at intel.com>
> > Suggested-by: Ian Romanick <ian.d.romanick at intel.com>
> > Signed-off-by: Nanley Chery <nanley.g.chery at intel.com>
> > ---
> >  src/mesa/main/texcompress.c | 85
> +++++++++++++++++++++++++++++++++------------
> >  1 file changed, 63 insertions(+), 22 deletions(-)
> >
> > diff --git a/src/mesa/main/texcompress.c b/src/mesa/main/texcompress.c
> > index 84973d3..9d22586 100644
> > --- a/src/mesa/main/texcompress.c
> > +++ b/src/mesa/main/texcompress.c
> > @@ -243,28 +243,6 @@ _mesa_gl_compressed_format_base_format(GLenum
> format)
> >   *        what GL_NUM_COMPRESSED_TEXTURE_FORMATS and
> >   *        GL_COMPRESSED_TEXTURE_FORMATS return."
> >   *
> > - * The KHR_texture_compression_astc_hdr spec says:
> > - *
> > - *    "Interactions with OpenGL 4.2
> > - *
> > - *        OpenGL 4.2 supports the feature that compressed textures can
> be
> > - *        compressed online, by passing the compressed texture format
> enum as
> > - *        the internal format when uploading a texture using TexImage1D,
> > - *        TexImage2D or TexImage3D (see Section 3.9.3, Texture Image
> > - *        Specification, subsection Encoding of Special Internal
> Formats).
> > - *
> > - *        Due to the complexity of the ASTC compression algorithm, it
> is not
> > - *        usually suitable for online use, and therefore ASTC support
> will be
> > - *        limited to pre-compressed textures only. Where on-device
> compression
> > - *        is required, a domain-specific limited compressor will
> typically
> > - *        be used, and this is therefore not suitable for
> implementation in
> > - *        the driver.
> > - *
> > - *        In particular, the ASTC format specifiers will not be added to
> > - *        Table 3.14, and thus will not be accepted by the TexImage*D
> > - *        functions, and will not be returned by the (already
> deprecated)
> > - *        COMPRESSED_TEXTURE_FORMATS query."
> > - *
> >   * There is no formal spec for GL_ATI_texture_compression_3dc.  Since
> the
> >   * formats added by this extension are luminance-alpha formats, it is
> >   * reasonable to expect them to follow the same rules as
> > @@ -396,6 +374,69 @@ _mesa_get_compressed_formats(struct gl_context
> *ctx, GLint *formats)
> >           n += 10;
> >        }
> >     }
> > +
> > +   /* The KHR_texture_compression_astc_hdr spec says:
> > +    *
> > +    *    "Interactions with OpenGL 4.2
> > +    *
> > +    *        OpenGL 4.2 supports the feature that compressed textures
> can be
> > +    *        compressed online, by passing the compressed texture
> format enum as
> > +    *        the internal format when uploading a texture using
> TexImage1D,
> > +    *        TexImage2D or TexImage3D (see Section 3.9.3, Texture Image
> > +    *        Specification, subsection Encoding of Special Internal
> Formats).
> > +    *
> > +    *        Due to the complexity of the ASTC compression algorithm,
> it is not
> > +    *        usually suitable for online use, and therefore ASTC
> support will be
> > +    *        limited to pre-compressed textures only. Where on-device
> compression
> > +    *        is required, a domain-specific limited compressor will
> typically
> > +    *        be used, and this is therefore not suitable for
> implementation in
> > +    *        the driver.
> > +    *
> > +    *        In particular, the ASTC format specifiers will not be
> added to
> > +    *        Table 3.14, and thus will not be accepted by the TexImage*D
> > +    *        functions, and will not be returned by the (already
> deprecated)
> > +    *        COMPRESSED_TEXTURE_FORMATS query."
> > +    *
> > +    * The ES and the desktop specs diverge here. In OpenGL ES, the
> COMPRESSED_TEXTURE_FORMATS
> > +    * query returns the set of supported specific compressed formats.
> > +    */
> > +   if (ctx->API == API_OPENGLES2 &&
> > +       ctx->Extensions.KHR_texture_compression_astc_ldr) {
> > +      if (formats) {
> > +         formats[n++] = GL_COMPRESSED_RGBA_ASTC_4x4_KHR;
> > +         formats[n++] = GL_COMPRESSED_RGBA_ASTC_5x4_KHR;
> > +         formats[n++] = GL_COMPRESSED_RGBA_ASTC_5x5_KHR;
> > +         formats[n++] = GL_COMPRESSED_RGBA_ASTC_6x5_KHR;
> > +         formats[n++] = GL_COMPRESSED_RGBA_ASTC_6x6_KHR;
> > +         formats[n++] = GL_COMPRESSED_RGBA_ASTC_8x5_KHR;
> > +         formats[n++] = GL_COMPRESSED_RGBA_ASTC_8x6_KHR;
> > +         formats[n++] = GL_COMPRESSED_RGBA_ASTC_8x8_KHR;
> > +         formats[n++] = GL_COMPRESSED_RGBA_ASTC_10x5_KHR;
> > +         formats[n++] = GL_COMPRESSED_RGBA_ASTC_10x6_KHR;
> > +         formats[n++] = GL_COMPRESSED_RGBA_ASTC_10x8_KHR;
> > +         formats[n++] = GL_COMPRESSED_RGBA_ASTC_10x10_KHR;
> > +         formats[n++] = GL_COMPRESSED_RGBA_ASTC_12x10_KHR;
> > +         formats[n++] = GL_COMPRESSED_RGBA_ASTC_12x12_KHR;
> > +         formats[n++] = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR;
> > +         formats[n++] = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR;
> > +         formats[n++] = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR;
> > +         formats[n++] = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR;
> > +         formats[n++] = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR;
> > +         formats[n++] = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR;
> > +         formats[n++] = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR;
> > +         formats[n++] = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR;
> > +         formats[n++] = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR;
> > +         formats[n++] = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR;
> > +         formats[n++] = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR;
> > +         formats[n++] = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR;
> > +         formats[n++] = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR;
> > +         formats[n++] = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR;
> > +      }
> > +      else {
> > +         n += 28;
> > +      }
> > +   }
> > +
> >     return n;
> >  }
> >
> >
>
>
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