Kenneth Graunke <kenn...@whitecape.org> writes: > On 02/18/2014 09:48 PM, Chia-I Wu wrote: >> Since 73bc6061f5c3b6a3bb7a8114bb2e1ab77d23cfdb, Z16 support is not advertised >> for OpenGL ES contexts due to the terrible performance. It is still enabled >> for desktop GL because it was believed GL 3.0+ requires Z16. >> >> It turns out only GL 3.0 requires Z16, and that is corrected in later GL >> versions. In light of that, and per Ian's suggestion, stop advertising Z16 >> support by default, and add a drirc option, gl30_sized_format_rules, so that >> users can override. > > I actually don't think that GL 3.0 requires Z16, either. > > In glspec30.20080923.pdf, page 180, it says: > "[...] memory allocation per texture component is assigned by the GL to > match the allocations listed in tables 3.16-3.18 as closely as possible. > [...] > > Required Texture Formats > [...] > In addition, implementations are required to support the following sized > internal formats. Requesting one of these internal formats for any > texture type will allocate exactly the internal component sizes and > types shown for that format in tables 3.16-3.17:" > > Notably, however, GL_DEPTH_COMPONENT16 does /not/ appear in table 3.16 > or table 3.17. It appears in table 3.18, where the "exact" rule doesn't > apply, and thus we fall back to the "closely as possible" rule. > > The confusing part is that the ordering of the tables in the PDF is: > > Table 3.16 (pages 182-184) > Table 3.18 (bottom of page 184 to top of 185) > Table 3.17 (page 185)
ffs. Yeah, let's just drop Z16 from the driver and the sized depth stuff from the 3.0 piglit test.
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