On June 25, 2017 3:47:09 PM Ilia Mirkin <imir...@alum.mit.edu> wrote:
On Sun, Jun 25, 2017 at 6:24 PM, Nicolai Hähnle <nhaeh...@gmail.com> wrote:
On 25.06.2017 23:42, Ilia Mirkin wrote:
On Sun, Jun 25, 2017 at 5:39 PM, Jason Ekstrand <ja...@jlekstrand.net>
wrote:
On June 25, 2017 2:31:56 PM Ilia Mirkin <imir...@alum.mit.edu> wrote:
On Sun, Jun 25, 2017 at 5:25 PM, Jason Ekstrand <ja...@jlekstrand.net>
wrote:
On June 25, 2017 1:40:09 PM Ilia Mirkin <imir...@alum.mit.edu> wrote:
On Sun, Jun 25, 2017 at 4:33 PM, Jason Ekstrand <ja...@jlekstrand.net>
wrote:
Anyone have thoughts on this? Am I being foolish for trying to hold
onto GL_RGBA4 texturing? (Any decision here also affects st/nine.)
Yes. Chances are that you're also doing texture views wrong. Are
there
any
4444 formats supported on nvidia hardware?
Well, any permutation of a 4444 format is easily supportable for
texturing.
What's wrong with the texture views? Should be fine... unless I'm
missing something. It's really just this issue with RB <-> Texture
copies where the RB's internal format is GL_RGBA4 while the *real*
internal format is RGBA8. Texture views between e.g. RGB565 and
RGBA4444 should work fine (and the fb will fail to validate as one
might expect if one were to attach a GL_RGBA4 texture view of a
GL_RGB565 texture).
But what if you have a 4444 and you render to as 4444 and then try to
texture from it as 565?
If you have a 4444 texture and attach it to a FB, then that FB will
not be complete. So you can't render to it in the first place.
Ok, then I'm confused as to how you have a copy_image problem. Is the
issue
just that gallium won't let you CopyImageSubData into a texture you can't
render into? Why not just treat it as R16 when using it as a copy_image
destination?
No, the issue is copying between a GL_RGBA4 RB and GL_RGBA4 texture.
Behind the scenes, the GL_RGBA4 RB gets upgraded to a
8-bit-per-channel format, while the GL_RGBA4 texture has a
4-bit-per-channel format. Then when trying to copy-image between them,
you have two totally differently-formatted textures.
Oh, you have different formats for texture vs. renderbuffer. That's
awkward but I understand the problem now.
Bind the GL_RGBA4 destination texture as a GL_RG8UI or GL_R16UI surface and
render to it using a shader that does the conversion manually?
Right, so there are 2 directions here... RGBA4 -> RGBA8 I can do with
a plain blit. RGBA8 -> RGBA4 I need to do something custom, like you
said.
Sounds about right.
Do I also need to worry about component ordering? The RGBA8 thing is
guaranteed to be the renderbuffer side, which I think has a lot less
opportunity for weirdness -- most of the texture weirdness comes from
glTexImage format/type options.
I think you're probably ok there assuming the fallbacks work in a
reasonable way.
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