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 wrote:
>
https://bugs.freedesktop.org/show_bug.cgi?id=37150
--- Comment #19 from Benjamin Bellec 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
> MESA_EXTENSION_
On 23 May 2011 17:57, Roland Scheidegger 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 to do readback
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 in
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
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 have been replaced by inline functions, the missing late macro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 cause
https://bugs.freedesktop.org/show_bug.cgi?id=37471
--- Comment #1 from Brian Paul 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 the git history.
--
Co
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. The