static GLuint translate_tex_format( gl_format mesa_format,
GLenum internal_format,
- GLenum depth_mode )
+ GLenum depth_mode,
+ GLenum srgb_decode )
{
switch( mesa_format ) {
return BRW_SURFACEFORMAT_R24_UNORM_X8_TYPELESS;
else
return BRW_SURFACEFORMAT_L24X8_UNORM;
-
+
+ case MESA_FORMAT_SARGB8:
+ case MESA_FORMAT_SLA8:
+ case MESA_FORMAT_SL8:
+ if (srgb_decode == GL_DECODE_EXT)
+ return brw_format_for_mesa_format[mesa_format];
+ else if (srgb_decode == GL_SKIP_DECODE_EXT)
+ return brw_format_for_mesa_format[_mesa_get_srgb_format_linear(mesa_format)];
default:
assert(brw_format_for_mesa_format[mesa_format] != 0);
return brw_format_for_mesa_format[mesa_format];
surf.ss0.surface_type = translate_tex_target(tObj->Target);
surf.ss0.surface_format = translate_tex_format(firstImage->TexFormat,
firstImage->InternalFormat,
- tObj->DepthMode);
+ tObj->DepthMode, tObj->sRGBDecode);
/* This is ok for all textures with channel width 8bit or less:
*/
{ "GL_EXT_shadow_funcs", NULL },
{ "GL_EXT_stencil_two_side", GL_EXT_stencil_two_side_functions },
{ "GL_EXT_texture_sRGB", NULL },
+ { "GL_EXT_texture_sRGB_decode", NULL },
{ "GL_EXT_texture_swizzle", NULL },
{ "GL_EXT_vertex_array_bgra", NULL },
{ "GL_ATI_envmap_bumpmap", GL_ATI_envmap_bumpmap_functions },