Re: [Mesa-dev] [PATCH] mesa: fix glGetTexImage for srgb textures when srgb decode is skipped

2011-05-23 Thread Brian Paul
I think another approach would be to temporarily set the Sampler.sRGBDecode field to GL_SKIP_DECODE_EXT, use the non-sRGB path to get the texels, then restore Sampler.sRGBDecode to its original value. Call _mesa_set_fetch_functions() as needed to choose the non-decoding texel fetch functions.

[Mesa-dev] [Bug 37471] Website with information about maintainers/developers

2011-05-23 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=37471 --- Comment #1 from Brian Paul brian.e.p...@gmail.com 2011-05-23 07:49:02 PDT --- I think it would be hard to keep that info up to date. If you're wondering who's most recently been working on a particular driver, the best thing to do is check

Re: [Mesa-dev] [PATCH] mesa: Fix remap_table setup.

2011-05-23 Thread Jose Fonseca
Commited. Thanks. Jose - Original Message - Since the SET_xxx and GET_xxx macros used to initialize the remap_table have been replaced by inline functions, the missing late macro expansion leads to driDispatchRemapTable not being redefined to remap_table, which in turn causes the

Re: [Mesa-dev] [PATCH] mesa: Fix return type of _mesa_get_format_bytes() (#37351)

2011-05-23 Thread Adam Jackson
On 5/20/11 8:50 PM, Jose Fonseca wrote: I don't care which approach we go with. This will likely fix it everywhere, but I'd like there to be a comment explaining why the return type must not be unsigned. Otherwise someone will come along in the future and make it unsigned in the name of code

Re: [Mesa-dev] [PATCH] mesa: fix glGetTexImage for srgb textures when srgb decode is skipped

2011-05-23 Thread Roland Scheidegger
I'd support that as well, sounds more sane than doing nonlinear-to-linear plus linear-to-linear - when I did the fast-path srgb texgetimage patch I didn't notice there is already other code which is switching the fetch functions for GL_SKIP_DECODE_EXT. Sounds to me though wine is doing something

Re: [Mesa-dev] [PATCH] mesa: fix glGetTexImage for srgb textures when srgb decode is skipped

2011-05-23 Thread Henri Verbeet
On 23 May 2011 17:57, Roland Scheidegger srol...@vmware.com wrote: Sounds to me though wine is doing something inefficient in the first place, since I don't think d3d apps would generally do something which would really require reading back the texture image. There are some cases where we have

[Mesa-dev] [Bug 37150] sRGB textures are too bright in Starcraft 2

2011-05-23 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=37150 --- Comment #19 from Benjamin Bellec b.bel...@gmail.com 2011-05-23 12:42:50 PDT --- (In reply to comment #17) (In reply to comment #16) But not ETQW (native) so perhaps it's another issue for this game. If it's the same problem setting

Re: [Mesa-dev] [PATCH] mesa: fix glGetTexImage for srgb textures when srgb decode is skipped

2011-05-23 Thread Mike Kaplinskiy
I see; that sounds fine. I was a bit wary of changing the code since I don't know what else calls it. Would something like the attached work? I also included an attempt at changing the tex-srgb piglit test to check for glGetTexImage. On Mon, May 23, 2011 at 11:57 AM, Roland Scheidegger