On Tue, 2017-02-28 at 19:23 -0800, Alex Goins wrote:
>
> FYI - it's only the texture_from_pixmap texture target attributes that they
> base
> off of the root window, e.g. GLX_TEXTURE_2D_EXT, GLX_TEXTURE_RECTANGLE_EXT,
> GLX_TEXTURE_FORMAT_RBGA_EXT. They get the fbconfig from the X pixmap's
Pinging in case this got buried.
Thanks,
Alex
On Wed, 1 Mar 2017, Alex Goins wrote:
> Thanks Adam. Inline -
>
> On Fri, 10 Feb 2017, Adam Jackson wrote:
>
> > On Thu, 2017-02-09 at 19:06 -0800, Alex Goins wrote:
> > > Any input?
> >
> > Inline below...
> >
> > > > Would it be a major
Thanks Adam. Inline -
On Fri, 10 Feb 2017, Adam Jackson wrote:
> On Thu, 2017-02-09 at 19:06 -0800, Alex Goins wrote:
> > Any input?
>
> Inline below...
>
> > > Would it be a major problem for automatic redirection to destroy HDR?
> > > Compositors could disable automatic redirection for
On Thu, 2017-02-09 at 19:06 -0800, Alex Goins wrote:
> Any input?
Inline below...
> > Would it be a major problem for automatic redirection to destroy HDR?
> > Compositors could disable automatic redirection for DeepColor windows, and
> > redirect themselves with preserved HDR.
It's not a
Any input?
Thanks,
Alex
On Wed, 25 Jan 2017, Alex Goins wrote:
> >Either we define the interaction with Render, or automatic redirection
> >(and backing store) don't work. But again we're painted into a bit of a
> >corner:
> >
> >typedef struct {
> >CARD16 red B16;
> >CARD16
>Either we define the interaction with Render, or automatic redirection
>(and backing store) don't work. But again we're painted into a bit of a
>corner:
>
>typedef struct {
>CARD16 red B16;
>CARD16 redMask B16;
>CARD16 green B16;
>CARD16 greenMask B16;
>
On Tue, 2017-01-03 at 19:27 -0800, Keith Packard wrote:
> > Adam Jackson writes:
> > Finally, the rop and planemask parts of the GC really don't make sense
> > for floats. I'd be inclined to define the new visual class such that
> > only GXcopy with planemask ~0 is defined.
>
>
Fredrik Höglund writes:
> The purpose of the masks would then be to describe this conversion,
> while the actual memory format would be obtained through the
> extension.
Sure, although in practice, I'd imagine we'd only bother to expose them
only as 8-bit components (so you'd
Adam Jackson writes:
> Likewise X11 defines colors as 32-bit integers. For DeepColor visuals
> we'd probably need to reinterpret those as if they were TrueColor
> representations of the sRGB subset; which is a little weird, since for
> all the other visual formats the "color" is
On Monday 02 January 2017, Adam Jackson wrote:
> (accidentally sent only to Alex, resending so the list gets it too)
>
> On Thu, 2016-12-22 at 19:43 -0800, Alex Goins wrote:
>
> > > One option would be to expose the drawables with existing visuals
> > > through the core protocol, then provide an
(accidentally sent only to Alex, resending so the list gets it too)
On Thu, 2016-12-22 at 19:43 -0800, Alex Goins wrote:
> > One option would be to expose the drawables with existing visuals
> > through the core protocol, then provide an extension which provides
> > extended information. That
> >> To allow for scRGB visuals, as well as others with arbitrarily large color
> >> components, we'd like to propose a new visual class that is opaque to X
> >> rendering, but allows for drawables with arbitrary attributes to be used
> >> for
> >> on-screen rendering and compositing via GLX.
> > VoidColor is a visual class defined to have a static colormap of 0
> > elements. It
> > is incapable of receiving X rendering, but is compatible with any GLX
> > drawable
> > of the correct depth regardless of other attributes. The idea is that you
> > could
> > pass any GLX fbconfig to
Adam Jackson writes:
> On Fri, 2016-12-16 at 18:44 -0800, Alex Goins wrote:
>
>> To allow for scRGB visuals, as well as others with arbitrarily large color
>> components, we'd like to propose a new visual class that is opaque to X
>> rendering, but allows for drawables with
On Fri, 2016-12-16 at 18:44 -0800, Alex Goins wrote:
> To allow for scRGB visuals, as well as others with arbitrarily large color
> components, we'd like to propose a new visual class that is opaque to X
> rendering, but allows for drawables with arbitrary attributes to be used for
> on-screen
Hello all,
For those who aren't aware, Andy Ritger gave a talk at XDC 2016 about what the
advent of HDR displays means for the Linux ecosystem:
https://www.x.org/wiki/Events/XDC2016/Program/ritger_hdr/. To make a long story
short, displays capable of displaying HDR content mean that we need to
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