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-rw-r--r--src/mesa/drivers/common/meta.c74
1 files changed, 61 insertions, 13 deletions
diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c
index 2b00e8979d2..6c35fa10d8a 100644
--- a/src/mesa/drivers/common/meta.c
+++ b/src/mesa/drivers/common/meta.c
@@ -92,6 +92,8 @@
#define META_TEXTURE 0x1000
#define META_VERTEX 0x2000
#define META_VIEWPORT 0x4000
+#define META_CLAMP_FRAGMENT_COLOR 0x8000
+#define META_CLAMP_VERTEX_COLOR 0x10000
/*@}*/
@@ -180,6 +182,12 @@ struct save_state
GLint ViewportX, ViewportY, ViewportW, ViewportH;
GLclampd DepthNear, DepthFar;
+ /** META_CLAMP_FRAGMENT_COLOR */
+ GLenum ClampFragmentColor;
+
+ /** META_CLAMP_VERTEX_COLOR */
+ GLenum ClampVertexColor;
+
/** Miscellaneous (always disabled) */
GLboolean Lighting;
};
@@ -569,6 +577,26 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
_mesa_DepthRange(0.0, 1.0);
}
+ if (state & META_CLAMP_FRAGMENT_COLOR) {
+ save->ClampFragmentColor = ctx->Color.ClampFragmentColor;
+
+ /* Generally in here we want to do clamping according to whether
+ * it's for the pixel path (ClampFragmentColor is GL_TRUE),
+ * regardless of the internal implementation of the metaops.
+ */
+ if (ctx->Color.ClampFragmentColor != GL_TRUE)
+ _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
+ }
+
+ if (state & META_CLAMP_VERTEX_COLOR) {
+ save->ClampVertexColor = ctx->Light.ClampVertexColor;
+
+ /* Generally in here we never want vertex color clamping --
+ * result clamping is only dependent on fragment clamping.
+ */
+ _mesa_ClampColorARB(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
+ }
+
/* misc */
{
save->Lighting = ctx->Light.Enabled;
@@ -833,6 +861,14 @@ _mesa_meta_end(struct gl_context *ctx)
_mesa_DepthRange(save->DepthNear, save->DepthFar);
}
+ if (state & META_CLAMP_FRAGMENT_COLOR) {
+ _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor);
+ }
+
+ if (state & META_CLAMP_VERTEX_COLOR) {
+ _mesa_ClampColorARB(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor);
+ }
+
/* misc */
if (save->Lighting) {
_mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
@@ -1124,12 +1160,12 @@ blitframebuffer_texture(struct gl_context *ctx,
if (readAtt && readAtt->Texture) {
const struct gl_texture_object *texObj = readAtt->Texture;
const GLuint srcLevel = readAtt->TextureLevel;
- const GLenum minFilterSave = texObj->MinFilter;
- const GLenum magFilterSave = texObj->MagFilter;
+ const GLenum minFilterSave = texObj->Sampler.MinFilter;
+ const GLenum magFilterSave = texObj->Sampler.MagFilter;
const GLint baseLevelSave = texObj->BaseLevel;
const GLint maxLevelSave = texObj->MaxLevel;
- const GLenum wrapSSave = texObj->WrapS;
- const GLenum wrapTSave = texObj->WrapT;
+ const GLenum wrapSSave = texObj->Sampler.WrapS;
+ const GLenum wrapTSave = texObj->Sampler.WrapT;
const GLenum target = texObj->Target;
if (drawAtt->Texture == readAtt->Texture) {
@@ -1441,6 +1477,9 @@ _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers)
/* GL_COLOR_BUFFER_BIT */
if (buffers & BUFFER_BITS_COLOR) {
/* leave colormask, glDrawBuffer state as-is */
+
+ /* Clears never have the color clamped. */
+ _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
}
else {
ASSERT(metaSave & META_COLOR_MASK);
@@ -1494,10 +1533,10 @@ _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers)
/* vertex colors */
for (i = 0; i < 4; i++) {
- verts[i].r = ctx->Color.ClearColor[0];
- verts[i].g = ctx->Color.ClearColor[1];
- verts[i].b = ctx->Color.ClearColor[2];
- verts[i].a = ctx->Color.ClearColor[3];
+ verts[i].r = ctx->Color.ClearColorUnclamped[0];
+ verts[i].g = ctx->Color.ClearColorUnclamped[1];
+ verts[i].b = ctx->Color.ClearColorUnclamped[2];
+ verts[i].a = ctx->Color.ClearColorUnclamped[3];
}
/* upload new vertex data */
@@ -1803,6 +1842,14 @@ _mesa_meta_DrawPixels(struct gl_context *ctx,
texIntFormat = format;
else
texIntFormat = GL_RGBA;
+
+ /* If we're not supposed to clamp the resulting color, then just
+ * promote our texture to fully float. We could do better by
+ * just going for the matching set of channels, in floating
+ * point.
+ */
+ if (ctx->Color.ClampFragmentColor != GL_TRUE)
+ texIntFormat = GL_RGBA32F;
}
else if (_mesa_is_stencil_format(format)) {
if (ctx->Extensions.ARB_fragment_program &&
@@ -1861,6 +1908,7 @@ _mesa_meta_DrawPixels(struct gl_context *ctx,
META_TRANSFORM |
META_VERTEX |
META_VIEWPORT |
+ META_CLAMP_FRAGMENT_COLOR |
metaExtraSave));
newTex = alloc_texture(tex, width, height, texIntFormat);
@@ -2259,13 +2307,13 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
struct vertex verts[4];
const GLuint baseLevel = texObj->BaseLevel;
const GLuint maxLevel = texObj->MaxLevel;
- const GLenum minFilterSave = texObj->MinFilter;
- const GLenum magFilterSave = texObj->MagFilter;
+ const GLenum minFilterSave = texObj->Sampler.MinFilter;
+ const GLenum magFilterSave = texObj->Sampler.MagFilter;
const GLint maxLevelSave = texObj->MaxLevel;
const GLboolean genMipmapSave = texObj->GenerateMipmap;
- const GLenum wrapSSave = texObj->WrapS;
- const GLenum wrapTSave = texObj->WrapT;
- const GLenum wrapRSave = texObj->WrapR;
+ const GLenum wrapSSave = texObj->Sampler.WrapS;
+ const GLenum wrapTSave = texObj->Sampler.WrapT;
+ const GLenum wrapRSave = texObj->Sampler.WrapR;
const GLuint fboSave = ctx->DrawBuffer->Name;
const GLuint original_active_unit = ctx->Texture.CurrentUnit;
GLenum faceTarget;