| Name |
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| .. | ||
| BUILD.gn | ||
| Image.cpp | ||
| Image.hpp | ||
| MatrixStack.cpp | ||
| MatrixStack.hpp | ||
| NameSpace.hpp | ||
| Object.cpp | ||
| Object.hpp | ||
| Surface.hpp | ||
| debug.cpp | ||
| debug.h |
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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