Re: [Mesa-dev] Required-for-rendering internal formats

2016-10-13 Thread Erik Faye-Lund
On Thu, Oct 13, 2016 at 5:35 PM, Nicolai Hähnle wrote: > On 13.10.2016 17:15, Ilia Mirkin wrote: >> >> Anyone else have opinions on this? Should st/mesa be adding >> PIPE_BIND_RENDER_TARGET for all textures of the internal formats >> listed in table 8.12? (Which would, in this case, force RGBA8 to

Re: [Mesa-dev] Required-for-rendering internal formats

2016-10-13 Thread Nicolai Hähnle
On 13.10.2016 17:15, Ilia Mirkin wrote: Anyone else have opinions on this? Should st/mesa be adding PIPE_BIND_RENDER_TARGET for all textures of the internal formats listed in table 8.12? (Which would, in this case, force RGBA8 to be used since RGBA4 is non-renderable.) Or is it perfectly legal fo

Re: [Mesa-dev] Required-for-rendering internal formats

2016-10-13 Thread Ilia Mirkin
Anyone else have opinions on this? Should st/mesa be adding PIPE_BIND_RENDER_TARGET for all textures of the internal formats listed in table 8.12? (Which would, in this case, force RGBA8 to be used since RGBA4 is non-renderable.) Or is it perfectly legal for a format to be not renderable when used

Re: [Mesa-dev] Required-for-rendering internal formats

2016-09-07 Thread Ilia Mirkin
Right, but it'd break st/nine which doesn't (didn't?) support fallbacks like st/mesa does. I'm trying to better understand what the required logic is based on the spec, not how to fix this particular application's rendering with nouveau (which I'm much less concerned about, tbh). -ilia On Wed,

Re: [Mesa-dev] Required-for-rendering internal formats

2016-09-07 Thread Marek Olšák
Dropping texturing support for RGBA4 would resolve that issue. Marek On Wed, Sep 7, 2016 at 5:43 PM, Ilia Mirkin wrote: > Hello, > > Is there a concept in OpenGL that certain internal formats *must* be > supported for rendering? An issue we're running into is that NVIDIA > hardware supports samp

[Mesa-dev] Required-for-rendering internal formats

2016-09-07 Thread Ilia Mirkin
Hello, Is there a concept in OpenGL that certain internal formats *must* be supported for rendering? An issue we're running into is that NVIDIA hardware supports sampling from RGBA4 textures, but does not support that as a render format. So if you create a tex image with GL_RGBA4, we use that as t