From b2491972591788fea0e55805cea3e9be8760969b Mon Sep 17 00:00:00 2001 From: Eric Anholt Date: Fri, 15 Apr 2011 15:48:32 -0700 Subject: [PATCH] meta: Add support for ARB_color_buffer_float to _mesa_meta_DrawPixels. Tested with piglit arb_color_buffer_float-drawpixels. Reviewed-by: Brian Paul --- src/mesa/drivers/common/meta.c | 28 ++++++++++++++++++++++++++++ 1 file changed, 28 insertions(+) diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c index c92bf29c30f..27681a29139 100644 --- a/src/mesa/drivers/common/meta.c +++ b/src/mesa/drivers/common/meta.c @@ -92,6 +92,7 @@ #define META_TEXTURE 0x1000 #define META_VERTEX 0x2000 #define META_VIEWPORT 0x4000 +#define META_CLAMP_FRAGMENT_COLOR 0x8000 /*@}*/ @@ -180,6 +181,9 @@ struct save_state GLint ViewportX, ViewportY, ViewportW, ViewportH; GLclampd DepthNear, DepthFar; + /** META_CLAMP_FRAGMENT_COLOR */ + GLenum ClampFragmentColor; + /** Miscellaneous (always disabled) */ GLboolean Lighting; }; @@ -569,6 +573,17 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state) _mesa_DepthRange(0.0, 1.0); } + if (state & META_CLAMP_FRAGMENT_COLOR) { + save->ClampFragmentColor = ctx->Color.ClampFragmentColor; + + /* Generally in here we want to do clamping according to whether + * it's for the pixel path (ClampFragmentColor is GL_TRUE), + * regardless of the internal implementation of the metaops. + */ + if (ctx->Color.ClampFragmentColor != GL_TRUE) + _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE); + } + /* misc */ { save->Lighting = ctx->Light.Enabled; @@ -833,6 +848,10 @@ _mesa_meta_end(struct gl_context *ctx) _mesa_DepthRange(save->DepthNear, save->DepthFar); } + if (state & META_CLAMP_FRAGMENT_COLOR) { + _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor); + } + /* misc */ if (save->Lighting) { _mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE); @@ -1803,6 +1822,14 @@ _mesa_meta_DrawPixels(struct gl_context *ctx, texIntFormat = format; else texIntFormat = GL_RGBA; + + /* If we're not supposed to clamp the resulting color, then just + * promote our texture to fully float. We could do better by + * just going for the matching set of channels, in floating + * point. + */ + if (ctx->Color.ClampFragmentColor != GL_TRUE) + texIntFormat = GL_RGBA32F; } else if (_mesa_is_stencil_format(format)) { if (ctx->Extensions.ARB_fragment_program && @@ -1861,6 +1888,7 @@ _mesa_meta_DrawPixels(struct gl_context *ctx, META_TRANSFORM | META_VERTEX | META_VIEWPORT | + META_CLAMP_FRAGMENT_COLOR | metaExtraSave)); newTex = alloc_texture(tex, width, height, texIntFormat); -- 2.30.2