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The OpenGL 3.2 core profile spec says:
"The following base internal formats from table 3.11 are
color-renderable: RED, RG, RGB, and RGBA. The sized internal formats
from table 3.12 that have a color-renderable base internal format
are also color-renderable. No other formats, including compressed
internal formats, are color-renderable."
The OpenGL 3.2 compatibility profile spec says (only ALPHA is added):
"The following base internal formats from table 3.16 are
color-renderable: ALPHA, RED, RG, RGB, and RGBA. The sized internal formats
from table 3.17 that have a color-renderable base internal format
are also color-renderable. No other formats, including compressed
internal formats, are color-renderable."
Table 3.12 in the core profile spec and table 3.17 in the compatibility
profile spec list SNORM formats as having a base internal format of RED,
RG, RGB, or RGBA. From this we infer that they should also be color
renderable.
The OpenGL ES 3.0 spec says:
"An internal format is color-renderable if it is one of the formats
from table 3.12 noted as color-renderable or if it is unsized format
RGBA or RGB. No other formats, including compressed internal
formats, are color-renderable."
In the OpenGL ES 3.0 spec, none of the SNORM formats have "color-
renderable" marked in table 3.12. The RGB I and UI formats also are not
color-renderable in ES3, but we'll save that change for another patch.
Both NVIDIA's closed-source driver (version 304.64) and AMD's
closed-source driver (Catalyst 12.6 on HD 3650) reject *all* SNORM
formats for renderbuffers in OpenGL 3.3 compatibility profiles.
v2: Move {RED,RG,RGB,RGBA}_SNORM changes from the this commit to the
next commit. Based on suggestions from Ken.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Marek Olšák <maraeo@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
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| m4 | ||
| scons | ||
| src | ||
| .dir-locals.el | ||
| .gitattributes | ||
| .gitignore | ||
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| Android.common.mk | ||
| Android.mk | ||
| autogen.sh | ||
| common.py | ||
| configure.ac | ||
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| SConstruct | ||
File: docs/README.WIN32 Last updated: 23 April 2011 Quick Start ----- ----- Windows drivers are build with SCons. Makefiles or Visual Studio projects are no longer shipped or supported. Run scons osmesa mesagdi to build classic mesa Windows GDI drivers; or 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. 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.