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authorIan Romanick <[email protected]>2013-01-20 20:39:54 -0500
committerIan Romanick <[email protected]>2013-01-21 13:34:34 -0500
commit75b7e1df139676f2456fea4d3a57cf0044d8409e (patch)
tree4c5a027947cbd1d5dfea1edf72994d404ebbd2f6 /bin
parent9bdf5bef762acdc7169eceff8c0eef0efe88cdbe (diff)
intel: Don't expose XRGB8888 visuals any more
There really isn't any point. There is no resource savings, and we have to do gymnastics in the driver to make it work. There are also bad interactions with multisampling and OpenGL ES 3.0. In ES3, a multisample-to-singlesample blit must have identical source and destination format. This means a multisample RGBA8 to singlesample RGB8 (window) blit will generate an error. Also in ES3, RGB8 is not a renderable format. This means that the application CANNOT make an RGB8 multisample renderbuffer. As a result, if an application gets an RGB8 window and wants to do multisample FBO rendering, it will probably break. "Fixes" gles3conform framebuffer_blit_functionality_multisampled_to_singlesampled_blit test on RGB8 visuals. v2: Fix 'formats' array size. Suggested by Ken. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Acked-by: Eric Anholt <[email protected]>
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