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.

Roland

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