const GLenum wrapSSave = texObj->Sampler.WrapS;
const GLenum wrapTSave = texObj->Sampler.WrapT;
const GLenum srgbSave = texObj->Sampler.sRGBDecode;
+ const GLenum fbo_srgb_save = ctx->Color.sRGBEnabled;
const GLenum target = texObj->Target;
if (drawAtt->Texture == readAtt->Texture) {
_mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
_mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ /* Always do our blits with no sRGB decode or encode.*/
if (ctx->Extensions.EXT_texture_sRGB_decode) {
_mesa_TexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
GL_SKIP_DECODE_EXT);
}
+ _mesa_Disable(GL_FRAMEBUFFER_SRGB_EXT);
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
_mesa_set_enable(ctx, target, GL_TRUE);
if (ctx->Extensions.EXT_texture_sRGB_decode) {
_mesa_TexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT, srgbSave);
}
+ if (ctx->Extensions.EXT_texture_sRGB_decode && fbo_srgb_save) {
+ _mesa_Enable(GL_FRAMEBUFFER_SRGB_EXT);
+ }
/* Done with color buffer */
mask &= ~GL_COLOR_BUFFER_BIT;