This looks good. I'll commit it soon.
-Brian
On 05/23/2011 10:33 PM, Mike Kaplinskiy wrote:
I see; that sounds fine. I was a bit wary of changing the code since I
don't know what else calls it. Would something like the attached work?
I also included an attempt at changing the tex-srgb piglit test to
check for glGetTexImage.
On Mon, May 23, 2011 at 11:57 AM, Roland Scheidegger<srol...@vmware.com> wrote:
I'd support that as well, sounds more sane than doing
nonlinear-to-linear plus linear-to-linear - when I did the fast-path
srgb texgetimage patch I didn't notice there is already other code which
is switching the fetch functions for GL_SKIP_DECODE_EXT.
Sounds to me though wine is doing something inefficient in the first
place, since I don't think d3d apps would generally do something which
would really require reading back the texture image.
Roland
Am 23.05.2011 16:45, schrieb Brian Paul:
I think another approach would be to temporarily set the
Sampler.sRGBDecode field to GL_SKIP_DECODE_EXT, use the non-sRGB path
to get the texels, then restore Sampler.sRGBDecode to its original
value. Call _mesa_set_fetch_functions() as needed to choose the
non-decoding texel fetch functions. Then we could avoid the
linear_to_nonlinear() function altogether.
We should probably have a piglit test to exercise glGetTexImage with
sRGB textures...
-Brian
On Sat, May 21, 2011 at 5:37 PM, Mike Kaplinskiy
<mike.kaplins...@gmail.com> wrote:
Sorry looks like I edited that comment a few too many times. Here's an
updated patch with the comment fixed.
On Sat, May 21, 2011 at 7:15 PM, Mike Kaplinskiy
<mike.kaplins...@gmail.com> wrote:
This fixes the loading screen for Assassins Creed Brotherhood running
under wine for me [exposed by a fast-path that actually fixed it at
be0a2f62f3a5bc6f05c3c7c6b674f2688aee031d]. May also fix bug 37150.
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