[virglrenderer-devel] regarding ARGB_copy_image and 3 component textures
Gert Wollny
gert.wollny at collabora.com
Tue Jul 10 06:56:16 UTC 2018
Am Dienstag, den 10.07.2018, 08:52 +0200 schrieb Gert Wollny:
> Am Dienstag, den 10.07.2018, 08:57 +1000 schrieb Dave Airlie:
> >
> > I'm going to have expend some quality time on this 3 component
> > is always a pita, and I think there are some things about treating
> > them different when texture buffer objects are in use vs when they
> > aren't, as in you can store them in 4 components normally, except
> > in some TBO cases,
>
> I learned this the hard, way, (e.g. no swizzeling for TBO), but the
> good news is that Eriks format cleanup patches actually solve this
> problem (with the mesa part of the series).
>
> I have two piglit regressions with sRGB-linear conversion tests that
> IMHO only passed before because sRGB was not treated properly, a
> bunch of other tests pass now, and I have another patch in the
> pipeline that might fix some more, but I think the bigger problem is
> that the GL_DECODE_SRGB_EXT state is not passed properly.
TEXTURE_SRGB_DECODE_EXT that is.
> Some depth-format tests also flip, but it seems that this is a result
> of some state not being set/cleared properly in the GL copy fallback,
> because when I run the tests first thing after starting the VM they
> all pass.
>
> Best,
> Gert
>
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