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authorKenneth Graunke <[email protected]>2016-03-08 00:34:14 -0800
committerKenneth Graunke <[email protected]>2016-03-21 13:53:44 -0700
commiteee8a53906f72635423931430e667159c88613bb (patch)
treeb3da188b723cff25085c1d0905ec35ba7bda0a33 /src/hgl/GLRendererRoster.h
parentb74784638df4c6b1d25aa04044946e380ee61c28 (diff)
meta: Make BlitFramebuffer() do sRGB encoding in ES 3.x.
According to the ES 3.0 and GL 4.4 specifications, glBlitFramebuffer is supposed to perform sRGB decoding and encoding whenever sRGB formats are in use. The ES 3.0 specification is completely clear, and has always stated this. However, the GL specification has changed behavior in 4.1, 4.2, and 4.4. The original behavior stated that no sRGB encoding should occur. The 4.4 behavior matches ES 3.0's wording. However, implementing the new behavior appears to break applications such as Left 4 Dead 2. This patch changes Meta to apply the ES 3.x rules in ES 3.x, but leaves OpenGL alone for now, to avoid breaking applications. Meta implements several other functions in terms of BlitFramebuffer, and many of those explicitly do not perform sRGB encoding. So, this patch explicitly disables sRGB encoding in those other functions, preserving the existing (correct) behavior. If you're from the future and are reading this, hi! Welcome to the "fun" of debugging sRGB problems! Best of luck! Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jordan Justen <[email protected]>
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