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authorStéphane Marchesin <[email protected]>2012-06-25 19:45:56 -0700
committerStéphane Marchesin <[email protected]>2012-06-26 23:18:15 -0700
commit45fc069600ddbfe07a0a0cd5280161a8c7c55dd0 (patch)
tree46b57b85495b4f09b588fed561db7da7e8562077 /src/gallium/drivers/i915/i915_context.h
parent3bc39414ab960ecd77662e41c8df751c2c9c8984 (diff)
i915g: Implement sRGB textures
Since we don't have them in hw we emulate them in the shader. Although not recommended by the spec it is legit. As a side effect we also get GL 2.1. I think this is as far as we can take the i915.
Diffstat (limited to 'src/gallium/drivers/i915/i915_context.h')
-rw-r--r--src/gallium/drivers/i915/i915_context.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/gallium/drivers/i915/i915_context.h b/src/gallium/drivers/i915/i915_context.h
index b019c9f342a..16b0c57166d 100644
--- a/src/gallium/drivers/i915/i915_context.h
+++ b/src/gallium/drivers/i915/i915_context.h
@@ -155,6 +155,8 @@ struct i915_state
unsigned sampler[I915_TEX_UNITS][3];
unsigned sampler_enable_flags;
unsigned sampler_enable_nr;
+ boolean sampler_srgb[I915_TEX_UNITS];
+ int srgb_const_offset;
/* texture image buffers */
unsigned texbuffer[I915_TEX_UNITS][2];