On 29/04/15 15:56, Brian Paul wrote:
On 04/29/2015 05:52 AM, Marek Olšák wrote:
On Wed, Apr 29, 2015 at 12:44 PM, Jose Fonseca
wrote:
I think there are two different things here: one is the driver
internally
fakes BGRX with BGRA, and obviously it's the pipe driver that needs
to fix
up alpha ch
On 04/29/2015 05:52 AM, Marek Olšák wrote:
On Wed, Apr 29, 2015 at 12:44 PM, Jose Fonseca wrote:
I think there are two different things here: one is the driver internally
fakes BGRX with BGRA, and obviously it's the pipe driver that needs to fix
up alpha channel blending to simulate it's one.
On Wed, Apr 29, 2015 at 12:44 PM, Jose Fonseca wrote:
> I think there are two different things here: one is the driver internally
> fakes BGRX with BGRA, and obviously it's the pipe driver that needs to fix
> up alpha channel blending to simulate it's one.
>
> The other is the state tracker is fak
I think there are two different things here: one is the driver
internally fakes BGRX with BGRA, and obviously it's the pipe driver that
needs to fix up alpha channel blending to simulate it's one.
The other is the state tracker is faking BGRX with BGRA, and in that
case, it's the state tracker
I can't say I like this. Ever since Radeon - Northern Islands, our
hardware can do this DST_ALPHA->ONE adjustment automatically, so the
new state dependency on _NEW_BUFFERS is unnecessary for us here.
Marek
On Wed, Apr 29, 2015 at 2:19 AM, Brian Paul wrote:
> If the user requested a GL_RGB textu
On 28/04/15 23:16, Brian Paul wrote:
If the user requested a GL_RGB texture but the driver actually allocated
an RGBA texture, the alpha values in the texture may not be defined.
If we later bind the texture as a color target and try to blend into
it with GL_DST_ALPHA or GL_ONE_MINUS_DST_ALPHA w
if (blend_per_rt(ctx) || colormask_per_rt(ctx)) {
num_state = ctx->Const.MaxDrawBuffers;
blend->independent_blend_enable = 1;
}
So independent blend won't get enabled even though the backend
supports it in the case where you have the same settings but with one
RGB and one RGBA ta
If the user requested a GL_RGB texture but the driver actually allocated
an RGBA texture, the alpha values in the texture may not be defined.
If we later bind the texture as a color target and try to blend into
it with GL_DST_ALPHA or GL_ONE_MINUS_DST_ALPHA we may blend with
undefined alpha values
On 04/28/2015 05:52 PM, Ilia Mirkin wrote:
On Tue, Apr 28, 2015 at 7:52 PM, Brian Paul wrote:
On 04/28/2015 04:35 PM, Ilia Mirkin wrote:
On Tue, Apr 28, 2015 at 6:26 PM, Ilia Mirkin wrote:
Reviewed-by: Ilia Mirkin
ctually
Awesome! Now I can go remove this set of hacks from f
Am 29.04.2015 um 01:52 schrieb Brian Paul:
> On 04/28/2015 04:35 PM, Ilia Mirkin wrote:
>> On Tue, Apr 28, 2015 at 6:26 PM, Ilia Mirkin
>> wrote:
>>> Reviewed-by: Ilia Mirkin
>>
>> ctually
>>
>>>
>>> Awesome! Now I can go remove this set of hacks from freedreno. And
>>> this fixes the sam
On Tue, Apr 28, 2015 at 7:52 PM, Brian Paul wrote:
> On 04/28/2015 04:35 PM, Ilia Mirkin wrote:
>>
>> On Tue, Apr 28, 2015 at 6:26 PM, Ilia Mirkin wrote:
>>>
>>> Reviewed-by: Ilia Mirkin
>>
>>
>> ctually
>>
>>>
>>> Awesome! Now I can go remove this set of hacks from freedreno. And
>>> th
On 04/28/2015 04:35 PM, Ilia Mirkin wrote:
On Tue, Apr 28, 2015 at 6:26 PM, Ilia Mirkin wrote:
Reviewed-by: Ilia Mirkin
ctually
Awesome! Now I can go remove this set of hacks from freedreno. And
this fixes the same issue in nouveau. Thanks for doing it the real way
:)
On Tue, Apr
On Tue, Apr 28, 2015 at 6:26 PM, Ilia Mirkin wrote:
> Reviewed-by: Ilia Mirkin
ctually
>
> Awesome! Now I can go remove this set of hacks from freedreno. And
> this fixes the same issue in nouveau. Thanks for doing it the real way
> :)
>
> On Tue, Apr 28, 2015 at 6:16 PM, Brian Paul wr
Reviewed-by: Ilia Mirkin
Awesome! Now I can go remove this set of hacks from freedreno. And
this fixes the same issue in nouveau. Thanks for doing it the real way
:)
On Tue, Apr 28, 2015 at 6:16 PM, Brian Paul wrote:
> If the user requested a GL_RGB texture but the driver actually allocated
> a
If the user requested a GL_RGB texture but the driver actually allocated
an RGBA texture, the alpha values in the texture may not be defined.
If we later bind the texture as a color target and try to blend into
it with GL_DST_ALPHA or GL_ONE_MINUS_DST_ALPHA we may blend with
undefined alpha values
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