return true;
}
+/**
+ * Fixes up the context for GLES23 with our default-to-sRGB-capable behavior
+ * on window system framebuffers.
+ *
+ * Desktop GL is fairly reasonable in its handling of sRGB: You can ask if
+ * your renderbuffer can do sRGB encode, and you can flip a switch that does
+ * sRGB encode if the renderbuffer can handle it. You can ask specifically
+ * for a visual where you're guaranteed to be capable, but it turns out that
+ * everyone just makes all their ARGB8888 visuals capable and doesn't offer
+ * incapable ones, becuase there's no difference between the two in resources
+ * used. Applications thus get built that accidentally rely on the default
+ * visual choice being sRGB, so we make ours sRGB capable. Everything sounds
+ * great...
+ *
+ * But for GLES2/3, they decided that it was silly to not turn on sRGB encode
+ * for sRGB renderbuffers you made with the GL_EXT_texture_sRGB equivalent.
+ * So they removed the enable knob and made it "if the renderbuffer is sRGB
+ * capable, do sRGB encode". Then, for your window system renderbuffers, you
+ * can ask for sRGB visuals and get sRGB encode, or not ask for sRGB visuals
+ * and get no sRGB encode (assuming that both kinds of visual are available).
+ * Thus our choice to support sRGB by default on our visuals for desktop would
+ * result in broken rendering of GLES apps that aren't expecting sRGB encode.
+ *
+ * Unfortunately, renderbuffer setup happens before a context is created. So
+ * in intel_screen.c we always set up sRGB, and here, if you're a GLES2/3
+ * context (without an sRGB visual, though we don't have sRGB visuals exposed
+ * yet), we go turn that back off before anyone finds out.
+ */
+static void
+intel_gles3_srgb_workaround(struct intel_context *intel,
+ struct gl_framebuffer *fb)
+{
+ struct gl_context *ctx = &intel->ctx;
+
+ if (_mesa_is_desktop_gl(ctx) || !fb->Visual.sRGBCapable)
+ return;
+
+ /* Some day when we support the sRGB capable bit on visuals available for
+ * GLES, we'll need to respect that and not disable things here.
+ */
+ fb->Visual.sRGBCapable = false;
+ for (int i = 0; i < BUFFER_COUNT; i++) {
+ if (fb->Attachment[i].Renderbuffer &&
+ fb->Attachment[i].Renderbuffer->Format == MESA_FORMAT_SARGB8) {
+ fb->Attachment[i].Renderbuffer->Format = MESA_FORMAT_ARGB8888;
+ }
+ }
+}
+
GLboolean
intelMakeCurrent(__DRIcontext * driContextPriv,
__DRIdrawable * driDrawPriv,
}
if (driContextPriv) {
+ struct gl_context *ctx = &intel->ctx;
struct gl_framebuffer *fb, *readFb;
if (driDrawPriv == NULL && driReadPriv == NULL) {
intel_prepare_render(intel);
_mesa_make_current(&intel->ctx, fb, readFb);
-
+
+ intel_gles3_srgb_workaround(intel, ctx->WinSysDrawBuffer);
+ intel_gles3_srgb_workaround(intel, ctx->WinSysReadBuffer);
+
/* We do this in intel_prepare_render() too, but intel->ctx.DrawBuffer
* is NULL at that point. We can't call _mesa_makecurrent()
* first, since we need the buffer size for the initial