/* GL_ARB_point_sprite / GL_NV_point_sprite */
GLboolean PointSprite;
GLboolean FragmentShaderATI;
+
+ /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
+ GLboolean sRGBEnabled;
};
attr->VertexProgramPointSize = ctx->VertexProgram.PointSizeEnabled;
attr->VertexProgramTwoSide = ctx->VertexProgram.TwoSideEnabled;
save_attrib_data(&head, GL_ENABLE_BIT, attr);
+
+ /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
+ attr->sRGBEnabled = ctx->Color.sRGBEnabled;
}
if (mask & GL_EVAL_BIT) {
enable->VertexProgramTwoSide,
GL_VERTEX_PROGRAM_TWO_SIDE_ARB);
+ /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
+ TEST_AND_UPDATE(ctx->Color.sRGBEnabled, enable->sRGBEnabled,
+ GL_FRAMEBUFFER_SRGB);
+
/* texture unit enables */
for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
const GLbitfield enabled = enable->Texture[i];
_mesa_set_enable(ctx, GL_DITHER, color->DitherFlag);
_mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR_ARB, color->ClampFragmentColor);
_mesa_ClampColorARB(GL_CLAMP_READ_COLOR_ARB, color->ClampReadColor);
+
+ /* GL_ARB_framebuffer_sRGB / GL_EXT_framebuffer_sRGB */
+ _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB, color->sRGBEnabled);
}
break;
case GL_CURRENT_BIT: