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Description
Description
The emulator doesn't say it support EGL_KHR_gl_colorspace, but always create a r8g8b8a8_unorm_srgb format backbuffer in the underlying implementation.
It should use a linear format backbuffer as default if doesn't support EGL_KHR_gl_colorspace.
The better way is to expose the EGL_KHR_gl_colorspace egl extension, and let user to config it to determine whether to use a srgb backbuffer
EGLint eglSurfaceAttributes[3]
eglSurfaceAttributes[0] = EGL_GL_COLORSPACE_KHR;
eglSurfaceAttributes[1] = EGL_GL_COLORSPACE_SRGB_KHR;
eglSurfaceAttributes[2] = EGL_NONE;
egl::CreateWindowSurface(..., eglSurfaceAttributes)
Repro steps
Environment
- SDK version: 18.2@5236813
- Operating System/Device: Windows 10/GTX 1060
Additional Info
And the emulator says it support EGL 1.5, EGL_KHR_gl_colorspace should be in EGL 1.5. But if I try
EGLint eglSurfaceAttributes[3]
eglSurfaceAttributes[0] = EGL_GL_COLORSPACE;
eglSurfaceAttributes[1] = EGL_GL_COLORSPACE_SRGB;
eglSurfaceAttributes[2] = EGL_NONE;
egl::CreateWindowSurface(..., eglSurfaceAttributes)
the egl::CreateWindowSurface will hang my process.