I meant Wine games and games ported from DX9 to GL, and all GL games designed for DX9-level hardware.
I suggest you simply ignore what the specs are saying. GL was a mess at that time and didn't match what the hardware was capable of. GL and extensions started being reasonably defined for hardware with GL 3.0 / DX10-level functionality. Marek On Tue, Nov 20, 2018 at 4:57 AM Erik Faye-Lund <erik.faye-l...@collabora.com> wrote: > On Tue, 2018-11-20 at 10:08 +0100, Erik Faye-Lund wrote: > > On Tue, 2018-11-20 at 01:21 -0500, Marek Olšák wrote: > > > I'd like to keep ARB_texture_float enabled on drivers that don't > > > support linear interpolation. ARB_texture_float is required by DX9, > > > which doesn't require linear interpolation. > > > > This logic sounds circular. Since ARB_texture_float *does* require > > linear interpolation, are you sure DX9 requires ARB_texture_float? > > How > > would DirectX even require a GL extension? > > > > Are you talking about Gallium Nine or something like that? If so, it > > should probably require some combination of OES_texture_half_float > > and > > OES_texture_float instead, no? > > > > FWIW, I can't find any refreences to ARB_texture_float in Gallium > > Nine... > > > > What exactly are you talking about? > > > > OK, I think perhaps I've figured it out; you're probably referring to > Wine's emulation. And the problem is that OES_texture_half_float / > OES_texture_float are only available (outside of mesa) from OpenGL ES. > A state-tracker has enough information, but not an application. > > It looks a bit to me like there's simply no OpenGL extension that > matches the DX9 behavior. I find this surprising, because ATI had a > bunch of floating-point texturing demos for Radeon 9600 etc. Even > ATI_texture_float doesn't seem to diallow filtering either... > > This also brings up another problem. We expose ATI_texture_float if > ARB_texture_float is supported. But this seems like a bad choice; > ATI_texture_float defines a *different* 16-bit floating point format > than ARB_texture_float. From the ATI_texture_float spec: > > "There are no NAN or infinity values for 16 bit floating-point." > > However, the ARB_texture_float-extension defines both NAN and infinity > values... > > Especially NAN-propagation has been problematic with cross-API > emulation in the past. > > Since the ATI_texture_float and ARB_texture_float enums have the same > values, I doubt there's little to do here apart from either accepting > this problem, or stop advertising ATI_texture_float (which probably > leads to problems with old applications that doesn't care about NAN / > infinity)... > > But perhaps we should at least document problems like these somewhere? > >
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