Kenneth Graunke cb9a4ae6c0 i965: Ignore GL_SKIP_DECODE_EXT for textures accessed via texelFetch().
The GL_EXT_texture_sRGB_decode spec says:

"The conversion of sRGB color space components to linear color space is
 always performed if the texel lookup function is one of the texelFetch
 builtin functions.

 Otherwise, if the texel lookup function is one of the texture builtin
 functions or one of the texture gather functions, the conversion of sRGB
 color space components to linear color space is controlled by the
 TEXTURE_SRGB_DECODE_EXT parameter.

 If the TEXTURE_SRGB_DECODE_EXT parameter is DECODE_EXT, the conversion
 of sRGB color space components to linear color space is performed.

 If the TEXTURE_SRGB_DECODE_EXT parameter is SKIP_DECODE_EXT, the value
 is returned without decoding. However, if the texture is also accessed
 with a texelFetch function, then the result of texture builtin functions
 and/or texture gather functions may be returned with decoding or without
 decoding."

This patch makes i965 force sRGB decoding for any textures accessed via
texelFetch().  If textures are accessed via texelFetch() and a regular
texture access function, this will affect the other ones too - which is
fine - it's undefined according to the last paragraph quoted.

We could make both work, but we'd have to emit multiple SURFACE_STATEs,
and have two binding table sections, like we do for texture gather hacks
on older platforms.

Fixes the following Android O CTS test:
dEQP-GLES31.functional.srgb_texture_decode.skip_decode.srgba8.texel_fetch

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-10-12 17:22:42 -07:00
2016-08-30 16:44:00 -04:00
2017-09-06 17:48:50 +01:00
2016-08-25 13:55:52 -07:00
2017-03-29 11:53:03 +01:00
2017-10-09 13:42:44 -07:00
2017-10-09 13:42:44 -07:00
2017-09-25 12:05:44 +01:00
2017-07-24 14:20:53 +01:00

File: docs/README.WIN32

Last updated: 21 June 2013


Quick Start
----- -----

Windows drivers are build with SCons.  Makefiles or Visual Studio projects are
no longer shipped or supported.

Run

  scons libgl-gdi

to build gallium based GDI driver.

This will work both with MSVS or Mingw.


Windows Drivers
------- -------

At this time, only the gallium GDI driver is known to work.

Source code also exists in the tree for other drivers in
src/mesa/drivers/windows, but the status of this code is unknown.

Recipe
------

Building on windows requires several open-source packages. These are
steps that work as of this writing.

- install python 2.7
- install scons (latest)
- install mingw, flex, and bison
- install pywin32 from here: http://www.lfd.uci.edu/~gohlke/pythonlibs
  get pywin32-218.4.win-amd64-py2.7.exe
- install git
- download mesa from git
  see https://www.mesa3d.org/repository.html
- run scons

General
-------

After building, you can copy the above DLL files to a place in your
PATH such as $SystemRoot/SYSTEM32.  If you don't like putting things
in a system directory, place them in the same directory as the
executable(s).  Be careful about accidentially overwriting files of
the same name in the SYSTEM32 directory.

The DLL files are built so that the external entry points use the
stdcall calling convention.

Static LIB files are not built.  The LIB files that are built with are
the linker import files associated with the DLL files.

The si-glu sources are used to build the GLU libs.  This was done
mainly to get the better tessellator code.

If you have a Windows-related build problem or question, please post
to the mesa-dev or mesa-users list.
S
Description
No description provided
Readme 538 MiB
Languages
C 75.5%
C++ 17.2%
Python 2.7%
Rust 1.8%
Assembly 1.5%
Other 1%