Corbin Simpson wrote: > >>> Another >>> comment reads, "Gallium doesn't provide us with any information >>> regarding this mode, so we are screwed. I'm setting 0 = LUMINANCE," >>> above the texture compare modes. I don't really like that section of >>> code, but it probably can't get cleaner, right? >> Yes, that's not very clean, but there doesn't seem to be an easy >> solution for this. Exposing this in gallium only seems marginally >> useful, since again modern hardware can't really do anything useful with >> that information neither. Maybe would need to tweak the shader if >> actually the "wrong" channels are used (probably shouldn't be the >> driver's responsibility to do this), but I guess assuming default >> LUMINANCE works just fine usually. New OGL won't have that problem... > > New OGL? GL3? Sweet. Well, all the luminance/intensity stuff goes away, so problem solved :-). Even when mesa will get to GL3 eventually, we'd still need to deal with that for ARB_compatibility however at least in theory. See also my answer in the other email, I was quite wrong that hardware typically can't do much with it.
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