i965/tex_image: Pull the tex format from the renderbuffer in intelSetTexBuffer2

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Chad Versace <chadversary@chromium.org>
This commit is contained in:
Jason Ekstrand
2017-11-28 11:26:55 -08:00
parent 344b57b10b
commit 41d45eb21e
+19 -15
View File
@@ -461,26 +461,30 @@ intelSetTexBuffer2(__DRIcontext *pDRICtx, GLint target,
if (!rb || !rb->mt)
return;
/* Neither the EGL and GLX texture_from_pixmap specs say anything about
* sRGB. They are both from a time where sRGB was considered an extra
* encoding step you did as part of rendering/blending and not a format.
* Even though we have concept of sRGB visuals, X has classically assumed
* that your data is just bits and sRGB rendering is entirely a client-side
* rendering construct. The assumption is that the result of BindTexImage
* is a texture with a linear format even if it was rendered with sRGB
* encoding enabled.
*/
texFormat = _mesa_get_srgb_format_linear(intel_rb_format(rb));
if (rb->mt->cpp == 4) {
if (texture_format == __DRI_TEXTURE_FORMAT_RGB) {
/* The extra texture_format parameter indicates whether the alpha
* channel should be respected or ignored. If we set internal_format to
* GL_RGB, the texture handling code is smart enough to swap the format
* or apply a swizzle if the underlying format is RGBA so we don't need
* to stomp it to RGBX or anything like that.
*/
if (texture_format == __DRI_TEXTURE_FORMAT_RGB)
internal_format = GL_RGB;
if (rb->mt->format == MESA_FORMAT_B10G10R10X2_UNORM ||
rb->mt->format == MESA_FORMAT_B10G10R10A2_UNORM)
texFormat = MESA_FORMAT_B10G10R10X2_UNORM;
else
texFormat = MESA_FORMAT_B8G8R8X8_UNORM;
}
else {
else
internal_format = GL_RGBA;
if (rb->mt->format == MESA_FORMAT_B10G10R10X2_UNORM ||
rb->mt->format == MESA_FORMAT_B10G10R10A2_UNORM)
texFormat = MESA_FORMAT_B10G10R10A2_UNORM;
else
texFormat = MESA_FORMAT_B8G8R8A8_UNORM;
}
} else if (rb->mt->cpp == 2) {
internal_format = GL_RGB;
texFormat = MESA_FORMAT_B5G6R5_UNORM;
}
intel_miptree_make_shareable(brw, rb->mt);