}
+static GLenum
+get_linear_internalformat(GLenum format)
+{
+ switch (format) {
+ case GL_SRGB:
+ return GL_RGB;
+
+ case GL_SRGB_ALPHA:
+ return GL_RGBA;
+
+ case GL_SRGB8:
+ return GL_RGB8;
+
+ case GL_SRGB8_ALPHA8:
+ return GL_RGBA8;
+
+ case GL_SLUMINANCE:
+ return GL_LUMINANCE8;
+
+ case GL_SLUMINANCE_ALPHA:
+ return GL_LUMINANCE8_ALPHA8;
+
+ default:
+ return format;
+ }
+}
+
+
static GLboolean
compatible_resolve_formats(const struct gl_renderbuffer *colorReadRb,
const struct gl_renderbuffer *colorDrawRb)
{
- /* The simple case where we know the backing formats are the same.
+ GLenum readFormat, drawFormat;
+
+ /* The simple case where we know the backing Mesa formats are the same.
*/
if (_mesa_get_srgb_format_linear(colorReadRb->Format) ==
_mesa_get_srgb_format_linear(colorDrawRb->Format)) {
* textures and get two entirely different Mesa formats like RGBA8888 and
* ARGB8888. Drivers behaving like that should be able to cope with
* non-matching formats by themselves, because it's not the user's fault.
+ *
+ * Blits between linear and sRGB formats are also allowed.
*/
- if (get_nongeneric_internalformat(colorReadRb->InternalFormat) ==
- get_nongeneric_internalformat(colorDrawRb->InternalFormat)) {
+ readFormat = get_nongeneric_internalformat(colorReadRb->InternalFormat);
+ drawFormat = get_nongeneric_internalformat(colorDrawRb->InternalFormat);
+ readFormat = get_linear_internalformat(readFormat);
+ drawFormat = get_linear_internalformat(drawFormat);
+
+ if (readFormat == drawFormat) {
return GL_TRUE;
}