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authorKenneth Graunke <[email protected]>2012-09-04 11:29:30 -0700
committerKenneth Graunke <[email protected]>2012-09-20 14:47:23 -0700
commitc96828ecb46b5aee3121a018be365b738c35cbdc (patch)
treede5acfd7f833b8e50246dd50f69c168eb32ae4f8 /src/mesa/main
parent8504f18c3dafb62d10c4f1572145ce3b8a6f3f5c (diff)
mesa: Ignore SRGB when determining compatible resolve formats.
MSAA resolves and other blit-like operations ignore SRGB state anyway, so we should be able to safely allow resolves between compatible SRGB/linear formats like SRGBA8 and RGBA8888. This matches the behavior of the nVidia and AMD binary drivers. Fixes completely black rendering when using multisampling in L4D2. NOTE: This is a candidate for the 9.0 branch. Reviewed-by: Paul Berry <[email protected]> Signed-off-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/mesa/main')
-rw-r--r--src/mesa/main/fbobject.c3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/mesa/main/fbobject.c b/src/mesa/main/fbobject.c
index 1736899cba1..9cde52ae690 100644
--- a/src/mesa/main/fbobject.c
+++ b/src/mesa/main/fbobject.c
@@ -2792,7 +2792,8 @@ compatible_resolve_formats(const struct gl_renderbuffer *colorReadRb,
{
/* The simple case where we know the backing formats are the same.
*/
- if (colorReadRb->Format == colorDrawRb->Format) {
+ if (_mesa_get_srgb_format_linear(colorReadRb->Format) ==
+ _mesa_get_srgb_format_linear(colorDrawRb->Format)) {
return GL_TRUE;
}