On 10/24/2013 12:48 PM, srol...@vmware.com wrote:
From: Roland Scheidegger <srol...@vmware.com>

This format, while still supported in OpenGL (but optional) and glx, is just
causing major nuisance everywhere and needs special code in some places,
because things like 1 << depth_bits don't work.
It is also the reason why we chose (just like in GL) depth clear values as
doubles and not floats.
The format however is just a disaster, no hw (as far as I know) supports it
(because hw has all float pipelines, and floats don't have enough mantissa
bits), and while we CLAIM to support it in software rasterizers, fact is it
cannot (and never will) really work right, unless we wouldn't use floats for
depth calculations. E.g. depth offsets can't work right (small depth bias will
disappear with primitive depths > 1/256 due to the float calcs without enough
mantissa bits), and it is generally useless (since the calculations are all
float, use a float buffer if you need something better than z24 unorm).


Reviewed-by: Brian Paul <bri...@vmware.com>

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