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-rw-r--r--src/mesa/drivers/common/meta.c28
1 files changed, 24 insertions, 4 deletions
diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c
index 27681a29139..6c35fa10d8a 100644
--- a/src/mesa/drivers/common/meta.c
+++ b/src/mesa/drivers/common/meta.c
@@ -93,6 +93,7 @@
#define META_VERTEX 0x2000
#define META_VIEWPORT 0x4000
#define META_CLAMP_FRAGMENT_COLOR 0x8000
+#define META_CLAMP_VERTEX_COLOR 0x10000
/*@}*/
@@ -184,6 +185,9 @@ struct save_state
/** META_CLAMP_FRAGMENT_COLOR */
GLenum ClampFragmentColor;
+ /** META_CLAMP_VERTEX_COLOR */
+ GLenum ClampVertexColor;
+
/** Miscellaneous (always disabled) */
GLboolean Lighting;
};
@@ -584,6 +588,15 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
_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;
@@ -852,6 +865,10 @@ _mesa_meta_end(struct gl_context *ctx)
_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);
@@ -1460,6 +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);
@@ -1513,10 +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 */