On Mon, 15 Aug 2011 16:05:51 -0600, Brian Paul <brian.e.p...@gmail.com> wrote: > On Mon, Aug 15, 2011 at 3:43 PM, Ian Romanick <i...@freedesktop.org> wrote: > >> + /* Create/bind FBO/renderbuffer */ > >> + if (decompress->FBO == 0) { > >> + _mesa_GenFramebuffersEXT(1, &decompress->FBO); > >> + _mesa_GenRenderbuffersEXT(1, &decompress->RBO); > >> + _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, decompress->FBO); > >> + _mesa_BindRenderbufferEXT(GL_RENDERBUFFER_EXT, decompress->RBO); > >> + _mesa_FramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, > >> + GL_COLOR_ATTACHMENT0_EXT, > >> + GL_RENDERBUFFER_EXT, > >> + decompress->RBO); > >> + } > >> + else { > >> + _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, decompress->FBO); > >> + } > >> + > >> + if (destDataType == GL_SIGNED_NORMALIZED) { > >> + rbFormat = GL_RGBA32F; > >> + } else { > >> + rbFormat = GL_RGBA; > >> + } > > > > This bit seems odd. Is GL_RGBA32F the right choice? Won't this fail on > > hardware that can do SIGNED_NORMALIZED but not float rendering? > > That bit wasn't in my original patch series. I'm not sure if it's > even legal to do a glGetTexImage() of a compressed texture and get > back signed normalized values. I'd have to do some digging through > specs.
Yeah, we'd get in trouble here for !EXT_texture_float. This was the fix for EXT_texture_snorm regression in fbo-generatemipmap-formats of compressed formats once that changed to doing metaops+GetTexImage. Not sure how to handle it -- we need the signed values, but getting them through the pixel path as signed bytes was awful. Thoughts?
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