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meta: Abort meta pbo path if readpixels need signed-unsigned conversion
Meta pbo path for ReadPixels rely on BlitFramebuffer which doesn't support
signed to unsigned integer conversions and vice versa.
Without this patch, piglit test fbo_integer_readpixels_sint_uint fails, when
forced to use the meta pbo path.
v2: Make need_signed_unsigned_int_conversion() a static function. (Iago)
Bump up the comment and the commit message. (Jason)
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Cc: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Reviewed-by: Iago Toral <itoral@igalia.com>
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1 changed files with 26 additions and 0 deletions
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@ -248,6 +248,24 @@ fail:
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return success;
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return success;
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}
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}
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static bool
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need_signed_unsigned_int_conversion(mesa_format rbFormat,
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GLenum format, GLenum type)
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{
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const GLenum srcType = _mesa_get_format_datatype(rbFormat);
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const bool is_dst_format_integer = _mesa_is_enum_format_integer(format);
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return (srcType == GL_INT &&
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is_dst_format_integer &&
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(type == GL_UNSIGNED_INT ||
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type == GL_UNSIGNED_SHORT ||
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type == GL_UNSIGNED_BYTE)) ||
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(srcType == GL_UNSIGNED_INT &&
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is_dst_format_integer &&
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(type == GL_INT ||
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type == GL_SHORT ||
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type == GL_BYTE));
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}
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bool
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bool
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_mesa_meta_pbo_GetTexSubImage(struct gl_context *ctx, GLuint dims,
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_mesa_meta_pbo_GetTexSubImage(struct gl_context *ctx, GLuint dims,
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struct gl_texture_image *tex_image,
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struct gl_texture_image *tex_image,
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@ -286,6 +304,14 @@ _mesa_meta_pbo_GetTexSubImage(struct gl_context *ctx, GLuint dims,
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if (_mesa_need_rgb_to_luminance_conversion(rb->Format, format))
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if (_mesa_need_rgb_to_luminance_conversion(rb->Format, format))
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return false;
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return false;
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/* This function rely on BlitFramebuffer to fill in the pixel data for
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* ReadPixels. But, BlitFrameBuffer doesn't support signed to unsigned
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* or unsigned to signed integer conversions. OpenGL spec expects an
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* invalid operation in that case.
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*/
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if (need_signed_unsigned_int_conversion(rb->Format, format, type))
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return false;
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}
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}
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/* For arrays, use a tall (height * depth) 2D texture but taking into
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/* For arrays, use a tall (height * depth) 2D texture but taking into
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