Dropping texturing support for RGBA4 would resolve that issue. Marek
On Wed, Sep 7, 2016 at 5:43 PM, Ilia Mirkin <imir...@alum.mit.edu> wrote: > Hello, > > Is there a concept in OpenGL that certain internal formats *must* be > supported for rendering? An issue we're running into is that NVIDIA > hardware supports sampling from RGBA4 textures, but does not support > that as a render format. So if you create a tex image with GL_RGBA4, > we use that as the TexFormat, since we can sample from it. However > then attaching the image to a fbo makes that fbo incomplete. > > At least one application isn't ready to handle that situation. Is the > application wrong, or must we support GL_RGBA4 as a renderable texture > attachment format, thus meaning that we should never actually make use > of the hw's RGBA4 sampling capabilities (since we never know if a > texture will later be used for rendering)? > > The spec is a bit unclear about this. Table 8.12 of the GL 4.5 core > spec marks GL_RGBA4 as "required renderable", but I think that only > affects renderbuffers (which st/mesa handles properly by falling back > to RGBA8 when the requested format is not renderable). > > Any advice welcome. > > Cheers, > > -ilia > _______________________________________________ > mesa-dev mailing list > mesa-dev@lists.freedesktop.org > https://lists.freedesktop.org/mailman/listinfo/mesa-dev _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev