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authorKenneth Graunke <[email protected]>2013-06-21 15:55:32 -0700
committerKenneth Graunke <[email protected]>2013-06-28 13:35:26 -0700
commit03600660a18072cac0ca5a717e2e053faba0d04d (patch)
treebd4cd58ecdd61878150abcc3bce9cd43da072cab
parentdc8796506edf7d6e6b5022b09d7e3692bb7b1831 (diff)
i915: Remove GLES 3.0 sRGB workaround.
Gen3 doesn't support GLES 3.0, so there's no need for it. Acked-by: Eric Anholt <[email protected]>
-rw-r--r--src/mesa/drivers/dri/i915/intel_context.c52
1 files changed, 0 insertions, 52 deletions
diff --git a/src/mesa/drivers/dri/i915/intel_context.c b/src/mesa/drivers/dri/i915/intel_context.c
index 3c052f8acc2..48a155f9eae 100644
--- a/src/mesa/drivers/dri/i915/intel_context.c
+++ b/src/mesa/drivers/dri/i915/intel_context.c
@@ -646,55 +646,6 @@ intelUnbindContext(__DRIcontext * driContextPriv)
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,
@@ -733,9 +684,6 @@ intelMakeCurrent(__DRIcontext * driContextPriv,
intel_prepare_render(intel);
_mesa_make_current(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