On 16.05.2009 19:11, Maciej Cencora wrote:
> Dnia sobota, 9 maja 2009 o 15:02:56 Maciej Cencora napisaƂ(a):
>> Hi,
>>
>> I'd like to implement ARB_texture_rg support in core mesa and then in r300
>> driver.
>> What files I'd have to modify to implement it in core mesa? Will I have to
>> implement any new functions, or this will be mostly adding new switch
>> cases?
>>
>> I guess the first thing would be to create new ARB_texture_rg.xml file in
>> glapi dir and include it in gl_API.xml. What then?
>>
>> Regards,
>> Maciej Cencora
> 
> Here's first version of the patch. It's based on Ian Romanick's patch with 
> some modifications:
> - renamed _mesa_texformat_r to _mesa_texformat_red, MESA_FORMAT_R to 
> MESA_FORMAT_RED and similar,
> - remove RG16 and R16 formats related code (mesa lacks support fixed point 
> 16bit per component textures).
Hmm yes I guess that's ok. Note though that OGL 3.0 explicitly requires
these formats to be supported (but same is true for RGBA16 and friends),
maybe it's time to add support for that.

> 
> I haven't implemented support for R8I, R8UI, RG8I and RG16UI because mesa 
> lacks support for EXT_texture_integer extension.
Yes that's even mentioned in the spec.


> Most of the code seems pretty straight, the only thing I'm not sure about are 
> the chunks for texstate.c file.
I think though some stuff is missing.
At first glance it seems like the framebuffer objects interactions
(these formats are renderable) and the glReadPixel stuff (that should
end up in _mesa_pack_rgba_span_float) is missing (DrawPixels probably too).
Also it seems like some of the code should be guarded by tests if the
extension is supported (like the depth mode GL_RED setting) though I
guess it's not that important.

Roland

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