On Wed, 16 Nov 2011 01:51:31 -0800 (PST), Jose Fonseca <jfons...@vmware.com> wrote: > Neither DX9 or DX10 expose equivalent to GL_RGB16F_ARB: > - http://msdn.microsoft.com/en-us/library/bb172558.aspx (D3D9) > - http://msdn.microsoft.com/en-us/library/bb173059.aspx (D3D10) > > So probably no hardware ever will support them. > > Even for software rendering it is a very nasty format to support, because it > is not 32bits aligned (48bits). > > Unfortunately it doesn't look like we can simply not support GL_RGB16F_ARB > though.
It has to be supported, but not necessarily as a render taget. Apparently since gen5 we can actually do 16-bit RGB float, snorm, and unorm sampling. > ----- Original Message ----- > > The i965 driver can't do RGB float16 at all. > > --- > > src/mesa/main/texformat.c | 1 + > > 1 files changed, 1 insertions(+), 0 deletions(-) > > > > diff --git a/src/mesa/main/texformat.c b/src/mesa/main/texformat.c > > index aebe38e..ea42ced 100644 > > --- a/src/mesa/main/texformat.c > > +++ b/src/mesa/main/texformat.c > > @@ -357,6 +357,7 @@ _mesa_choose_tex_format( struct gl_context *ctx, > > GLint internalFormat, > > case GL_RGB16F_ARB: > > RETURN_IF_SUPPORTED(MESA_FORMAT_RGB_FLOAT16); > > RETURN_IF_SUPPORTED(MESA_FORMAT_RGB_FLOAT32); > > + RETURN_IF_SUPPORTED(MESA_FORMAT_RGBA_FLOAT16); > > RGB_FLOAT32 is 96bits where as RGBA_FLOAT16 is 64bits, so I think that > RGBA_FLOAT16 should be tried before RGB_FLOAT32, as it is better from > all POVs Yuck, top-posting and inline comments? I almost missed this, and it's a good point. I'll move it up.
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