Well, the meta code is pretty much an Intel-specific thing, because other drivers which are being actively worked on do not use it. One way to test compression and decompression is to add support to the fbo-generatemipmap-formats test, because mipmap generation is done entirely in software for non-renderable formats.
Marek On Thu, Jul 24, 2014 at 7:08 PM, Neil Roberts <[email protected]> wrote: > Ilia Mirkin <[email protected]> writes: > >> Is there a way to read back the image once it's compressed that >> ensures that software would be used to unpack it? If so, just compare >> that using the texture in a shader == reading it back post >> compression. > > I don't think there is a way to do that for the normalized formats > because glGetTexImage is actually implemented using a render via the > Mesa meta code so it's effectively always decompressed using a render. > > For the half-float modes it would work to use glGetTexImage to invoke > the software decompressor because for some reason the meta code disables > itself for non-normalized formats. However it's probably not very good > to rely on this because we should really fix the meta code path to work > for non-normalized formats too. > > - Neil > _______________________________________________ > Piglit mailing list > [email protected] > http://lists.freedesktop.org/mailman/listinfo/piglit _______________________________________________ Piglit mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/piglit
