Implement sRGB texture sampling.
Previously sRGB data was converted to linear space on upload. This
caused a loss of precision. This change performs the conversion after
texel lookup. Note that we had a code path for performing the
conversion after filtering, but that leads to failures in dEQP and
unacceptable darkening between texels.
Also, glTexSubImage calls can update sRGB textures using a format/type
combination with no indication of the color space, which caused an
unintentional conversion on upload. Likewise we were missing support
for an A2B10G10R10UI implementation format.
Change-Id: Ib10845f628fb2d1849e88d7a9350868cdec32fa2
Reviewed-on: https://swiftshader-review.googlesource.com/15068Reviewed-by:
Alexis Hétu <sugoi@google.com>
Reviewed-by:
Nicolas Capens <nicolascapens@google.com>
Tested-by:
Nicolas Capens <nicolascapens@google.com>
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