On 12/19/2012 05:59 PM, Paul Berry wrote:
On 19 November 2012 11:06, Kenneth Graunke <kenn...@whitecape.org
<mailto:kenn...@whitecape.org>> wrote:
On 11/18/2012 05:43 PM, Ian Romanick wrote:
On Nov 17, 2012, at 11:26 PM, Kenneth Graunke
<kenn...@whitecape.org <mailto:kenn...@whitecape.org>> wrote:
According to page 163 of the ES 3.0 spec:
"Texture lookups involving textures with depth component
data generate
a texture base color C_b either using depth data directly or by
performing a comparison with the D_ref value used to perform the
lookup, as described in section 3.8.15. The resulting value
R_t is
then expanded to a color C_b = (R_t,0,0,1), ..."
In other words, depth textures are supposed to be treated as
GL_RED.
A discussion about this text can be found in Khronos bugzilla:
https://cvs.khronos.org/__bugzilla/show_bug.cgi?id=7962
<https://cvs.khronos.org/bugzilla/show_bug.cgi?id=7962>
It's unclear what the behavior of desktop GL should be. The
GL 3.x
specifications indicate that it should be (r, r, r, 1), which is
GL_LUMINANCE (the old default). However, page 112 of the
4.2 core
specification contains the text quoted above, explicitly
declaring it
to be (R_t, 0, 0, 1), which is GL_RED.
So it hinges on whether the 4.2 text is a change or a
clarification.
Personally I think that using GL_RED in core contexts and
GL_INTENSITY
in legacy contexts seems reasonable.
I believe it was an intentional change somewhere in 4.x. We may
want to select behavior based on API / version.
Ugh. On further investigation, it turns out that OES_depth_texture
(which is ES2 only) does not provide DEPTH_TEXTURE_MODE, but
explicitly states that it should act as GL_LUMINANCE. There's also
a conformance test for that.
So, for ES 2, it *must* be GL_LUMINANCE. For ES 3, it *must* be RED.
Time to file spec bugs...
Does anyone know if this ever got addressed? I'm still seeing these
GLES3 conformance failures.
There was some discussion, but I don't feel like there was any
resolution. I'll rattle the cage again...
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