>> This way you could copy z24s8 to r8g8b8a8, for instance. > I am not sure this makes a lot of sense. There's no guarantee the bit > layout of these is even remotely similar (and it likely won't be on any > decent hardware). I think the dx10 restriction makes sense here.
Yes, it depends on the flexibility of the hardware and the driver. Due to depth textures, I think it is actually likely that you can easily treat depth as color. The worst issue right now is that stencil cannot be accessed in a sensible way at all, which makes implementing glBlitFramebuffer of STENCIL_BIT with NEAREST and different rect sizes impossible. Some cards (r600+ at least) can write stencil in shaders, but on some you must reinterpret the surface. And resource_copy_region does not support stretching, so it can't be used. Since not all cards can write stencil in shaders, one either needs to be able to bind depth/stencil as a color buffer, or extend resource_copy_region to support stretching with nearest filtering, or both (possibly in addition to having the option of using stencil export in shaders). Other things would likely benefit, such as GL_NV_copy_depth_to_color. ------------------------------------------------------------------------------ This SF.net Dev2Dev email is sponsored by: Show off your parallel programming skills. Enter the Intel(R) Threading Challenge 2010. http://p.sf.net/sfu/intel-thread-sfd _______________________________________________ Mesa3d-dev mailing list Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev