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authorMarek Olšák <[email protected]>2011-03-26 13:19:23 +0100
committerMarek Olšák <[email protected]>2011-03-29 12:50:27 +0200
commit8d4ec87d7f987b3852dafa6802815bb9a3ec7ad4 (patch)
treebcf0406b689bf8d7b38eb669da023bfe68b65c23 /src/mesa/state_tracker
parente28fe8fe5d05c87a065f8e72adef8b5077da2c73 (diff)
gallium: remove PIPE_CAP_VERTEX_COLOR_CLAMP_CONTROL
The vertex color clamp control is a property of an API, a lot like gl_rasterization_rules. The state should be set according to the API being implemented, for example: OpenGL Compatibility: enabled by default OpenGL Core: disabled by default D3D11: always disabled This patch also changes the way ARB_color_buffer_float is advertised. If no SNORM or FLOAT render target is supported, fragment color clamping is not required.
Diffstat (limited to 'src/mesa/state_tracker')
-rw-r--r--src/mesa/state_tracker/st_extensions.c30
1 files changed, 26 insertions, 4 deletions
diff --git a/src/mesa/state_tracker/st_extensions.c b/src/mesa/state_tracker/st_extensions.c
index ba1a0af0628..e3277904417 100644
--- a/src/mesa/state_tracker/st_extensions.c
+++ b/src/mesa/state_tracker/st_extensions.c
@@ -514,12 +514,34 @@ void st_init_extensions(struct st_context *st)
ctx->Extensions.ARB_depth_clamp = GL_TRUE;
}
- /* this extension does not actually require support of floating point
- * render targets, just clamping controls
+ /* This extension does not actually require support of floating point
+ * render targets, just clamping controls.
+ * Advertise this extension if either fragment color clamping is supported
+ * or no render targets having color values outside of the range [0, 1]
+ * are supported, in which case the fragment color clamping has no effect
+ * on rendering.
*/
- if(screen->get_param(screen, PIPE_CAP_FRAGMENT_COLOR_CLAMP_CONTROL) &&
- screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_CLAMP_CONTROL))
+ if (screen->get_param(screen, PIPE_CAP_FRAGMENT_COLOR_CLAMP_CONTROL) ||
+ (!screen->is_format_supported(screen, PIPE_FORMAT_R8G8B8A8_SNORM,
+ PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_RENDER_TARGET) &&
+ !screen->is_format_supported(screen, PIPE_FORMAT_R16G16B16A16_SNORM,
+ PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_RENDER_TARGET) &&
+ !screen->is_format_supported(screen, PIPE_FORMAT_R16G16B16A16_FLOAT,
+ PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_RENDER_TARGET) &&
+ !screen->is_format_supported(screen, PIPE_FORMAT_R32G32B32A32_FLOAT,
+ PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_RENDER_TARGET) &&
+ !screen->is_format_supported(screen, PIPE_FORMAT_R11G11B10_FLOAT,
+ PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_RENDER_TARGET) &&
+ !screen->is_format_supported(screen, PIPE_FORMAT_R9G9B9E5_FLOAT,
+ PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_RENDER_TARGET))) {
ctx->Extensions.ARB_color_buffer_float = GL_TRUE;
+ }
if (screen->get_param(screen, PIPE_CAP_SHADER_STENCIL_EXPORT)) {
ctx->Extensions.ARB_shader_stencil_export = GL_TRUE;