const gl_format texFormat =
_mesa_get_srgb_format_linear(texImage->TexFormat);
const GLuint width = texImage->Width;
+ const GLenum destBaseFormat = _mesa_base_tex_format(ctx, format);
+ GLenum rebaseFormat = GL_NONE;
GLuint height = texImage->Height;
GLuint depth = texImage->Depth;
GLuint img, row;
height = 1;
}
+ if (texImage->_BaseFormat == GL_LUMINANCE ||
+ texImage->_BaseFormat == GL_INTENSITY ||
+ texImage->_BaseFormat == GL_LUMINANCE_ALPHA) {
+ /* If a luminance (or intensity) texture is read back as RGB(A), the
+ * returned value should be (L,0,0,1), not (L,L,L,1). Set rebaseFormat
+ * here to get G=B=0.
+ */
+ rebaseFormat = texImage->_BaseFormat;
+ }
+ else if ((texImage->_BaseFormat == GL_RGBA ||
+ texImage->_BaseFormat == GL_RGB) &&
+ (destBaseFormat == GL_LUMINANCE ||
+ destBaseFormat == GL_LUMINANCE_ALPHA ||
+ destBaseFormat == GL_LUMINANCE_INTEGER_EXT ||
+ destBaseFormat == GL_LUMINANCE_ALPHA_INTEGER_EXT)) {
+ /* If we're reading back an RGB(A) texture as luminance then we need
+ * to return L=tex(R). Note, that's different from glReadPixels which
+ * returns L=R+G+B.
+ */
+ rebaseFormat = GL_LUMINANCE_ALPHA; /* this covers GL_LUMINANCE too */
+ }
+
for (img = 0; img < depth; img++) {
GLubyte *srcMap;
GLint rowstride;
if (is_integer) {
_mesa_unpack_uint_rgba_row(texFormat, width, src, rgba_uint);
- _mesa_rebase_rgba_uint(width, rgba_uint, texImage->_BaseFormat);
+ if (rebaseFormat)
+ _mesa_rebase_rgba_uint(width, rgba_uint, rebaseFormat);
_mesa_pack_rgba_span_int(ctx, width, rgba_uint,
format, type, dest);
} else {
_mesa_unpack_rgba_row(texFormat, width, src, rgba);
- _mesa_rebase_rgba_float(width, rgba, texImage->_BaseFormat);
+ if (rebaseFormat)
+ _mesa_rebase_rgba_float(width, rgba, rebaseFormat);
_mesa_pack_rgba_span_float(ctx, width, (GLfloat (*)[4]) rgba,
format, type, dest,
&ctx->Pack, transferOps);