On 11/04/2011 03:01 PM, Eric Anholt wrote:
We don't get to use the 3-component formats, but faking of RGB with
RGBA seems to be working.
---
  src/mesa/drivers/dri/intel/intel_context.c |   28 ++++++++++++++++++++++++++++
  1 files changed, 28 insertions(+), 0 deletions(-)

diff --git a/src/mesa/drivers/dri/intel/intel_context.c 
b/src/mesa/drivers/dri/intel/intel_context.c
index 801b747..6b493e1 100644
--- a/src/mesa/drivers/dri/intel/intel_context.c
+++ b/src/mesa/drivers/dri/intel/intel_context.c
@@ -706,6 +706,34 @@ intelInitContext(struct intel_context *intel,
        ctx->TextureFormatSupported[MESA_FORMAT_SLA8] = true;
     }

+   if (intel->gen>= 4) {
+      /* Each combination of 32-bit ints are supported, but the RGB 32-bit ints
+       * don't support use as a render target (GPU hangs).
+       */
+      ctx->TextureFormatSupported[MESA_FORMAT_R_INT32] = GL_TRUE;
+      ctx->TextureFormatSupported[MESA_FORMAT_RG_INT32] = GL_TRUE;
+      ctx->TextureFormatSupported[MESA_FORMAT_RGBA_INT32] = GL_TRUE;
+
+      ctx->TextureFormatSupported[MESA_FORMAT_R_UINT32] = GL_TRUE;
+      ctx->TextureFormatSupported[MESA_FORMAT_RG_UINT32] = GL_TRUE;
+      ctx->TextureFormatSupported[MESA_FORMAT_RGBA_UINT32] = GL_TRUE;
+
+      /* For 16 and 8 bits, RGB is unsupported entirely. */
+      ctx->TextureFormatSupported[MESA_FORMAT_R_UINT16] = GL_TRUE;
+      ctx->TextureFormatSupported[MESA_FORMAT_RG_UINT16] = GL_TRUE;
+      ctx->TextureFormatSupported[MESA_FORMAT_RGBA_UINT16] = GL_TRUE;
+      ctx->TextureFormatSupported[MESA_FORMAT_R_INT16] = GL_TRUE;
+      ctx->TextureFormatSupported[MESA_FORMAT_RG_INT16] = GL_TRUE;
+      ctx->TextureFormatSupported[MESA_FORMAT_RGBA_INT16] = GL_TRUE;
+
+      ctx->TextureFormatSupported[MESA_FORMAT_R_UINT8] = GL_TRUE;
+      ctx->TextureFormatSupported[MESA_FORMAT_RG_UINT8] = GL_TRUE;
+      ctx->TextureFormatSupported[MESA_FORMAT_RGBA_UINT8] = GL_TRUE;
+      ctx->TextureFormatSupported[MESA_FORMAT_R_INT8] = GL_TRUE;
+      ctx->TextureFormatSupported[MESA_FORMAT_RG_INT8] = GL_TRUE;
+      ctx->TextureFormatSupported[MESA_FORMAT_RGBA_INT8] = GL_TRUE;
+   }
+
  #ifdef TEXTURE_FLOAT_ENABLED
     ctx->TextureFormatSupported[MESA_FORMAT_RGBA_FLOAT32] = true;
     ctx->TextureFormatSupported[MESA_FORMAT_RG_FLOAT32] = true;

I think you mean "true" here.  Otherwise,
Reviewed-by: Kenneth Graunke <kenn...@whitecape.org>
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