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i965/blorp: 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. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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1 changed files with 4 additions and 1 deletions
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@ -21,6 +21,7 @@
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* IN THE SOFTWARE.
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*/
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#include "main/context.h"
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#include "main/teximage.h"
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#include "main/fbobject.h"
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@ -121,6 +122,8 @@ do_blorp_blit(struct brw_context *brw, GLbitfield buffer_bit,
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struct intel_mipmap_tree *src_mt = find_miptree(buffer_bit, src_irb);
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struct intel_mipmap_tree *dst_mt = find_miptree(buffer_bit, dst_irb);
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const bool es3 = _mesa_is_gles3(&brw->ctx);
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/* Do the blit */
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brw_blorp_blit_miptrees(brw,
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src_mt, src_irb->mt_level, src_irb->mt_layer,
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@ -130,7 +133,7 @@ do_blorp_blit(struct brw_context *brw, GLbitfield buffer_bit,
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srcX0, srcY0, srcX1, srcY1,
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dstX0, dstY0, dstX1, dstY1,
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filter, mirror_x, mirror_y,
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false, false);
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es3, es3);
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dst_irb->need_downsample = true;
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}
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