meta: Add support for ARB_color_buffer_float to _mesa_meta_Clear().

Tested with piglit arb_color_buffer_float-clear.

Reviewed-by: Brian Paul <brianp@vmware.com>
This commit is contained in:
Eric Anholt 2011-04-15 14:39:47 -07:00
parent b249197259
commit 99fa449bb9

View file

@ -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 */