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I find the emulator will add a glDisable(GL_FRAMEBUFFER_SRGB) call in the underlying OpenGL implementation for every draw, if my current FBO contains SRGB color attachement in GL_COLOR_ATTACHMENT1 or 2, 3, etc.
If the GL_COLOR_ATTACHMENT0 is SRGB format, the emulator works correctly, it calls glEnable(GL_FRAMEBUFFER_SRGB).
Maybe the underlying implementation only check color attachement 0.
Repro steps
Create a FBO contains 3 color attachments with format:
color0 : rgb10a2
color1 : rgba8_srgb
color2 : rgba8_srgb
bind the fbo and make some drawcalls
you will see the emulator calls glDisable(GL_FRAMEBUFFER_SRGB) before every draw in some graphics debugger( such as Renderdoc).
Environment
SDK version: 18.2@5236813
Operating System/Device: Windows 10/ GTX 1060
Additional Info
The text was updated successfully, but these errors were encountered:
Hi @zhaijialong,
Thanks for the report.
I have forwarded this to the engineers responsible for PVRVFrame, but since this is a matter of Tools and not the actual codebase of the SDK, support will arguably be better in https://forums.imgtec.com/ which are for this purpose only. I would suggest opening an issue there (as well?).
(We can still keep this issue open, but probably feedback will be sparse).
@graptis
Thanks for your reply.
I signed in and openned a topic in https://forums.imgtec.com/, and then it says my account is "temporarily placed on hold" and the topic can't be seen.
Description
Hi,
I find the emulator will add a
glDisable(GL_FRAMEBUFFER_SRGB)
call in the underlying OpenGL implementation for every draw, if my current FBO contains SRGB color attachement inGL_COLOR_ATTACHMENT1
or 2, 3, etc.If the
GL_COLOR_ATTACHMENT0
is SRGB format, the emulator works correctly, it callsglEnable(GL_FRAMEBUFFER_SRGB)
.Maybe the underlying implementation only check color attachement 0.
Repro steps
Create a FBO contains 3 color attachments with format:
color0 : rgb10a2
color1 : rgba8_srgb
color2 : rgba8_srgb
bind the fbo and make some drawcalls
you will see the emulator calls
glDisable(GL_FRAMEBUFFER_SRGB)
before every draw in some graphics debugger( such as Renderdoc).Environment
Additional Info
The text was updated successfully, but these errors were encountered: