meta: Add support for ARB_color_buffer_float to _mesa_meta_DrawPixels.

Tested with piglit arb_color_buffer_float-drawpixels.

Reviewed-by: Brian Paul <brianp@vmware.com>
This commit is contained in:
Eric Anholt 2011-04-15 15:48:32 -07:00
parent 87478cd6e3
commit b249197259

View file

@ -92,6 +92,7 @@
#define META_TEXTURE 0x1000
#define META_VERTEX 0x2000
#define META_VIEWPORT 0x4000
#define META_CLAMP_FRAGMENT_COLOR 0x8000
/*@}*/
@ -180,6 +181,9 @@ struct save_state
GLint ViewportX, ViewportY, ViewportW, ViewportH;
GLclampd DepthNear, DepthFar;
/** META_CLAMP_FRAGMENT_COLOR */
GLenum ClampFragmentColor;
/** Miscellaneous (always disabled) */
GLboolean Lighting;
};
@ -569,6 +573,17 @@ _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);
}
/* misc */
{
save->Lighting = ctx->Light.Enabled;
@ -833,6 +848,10 @@ _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);
}
/* misc */
if (save->Lighting) {
_mesa_set_enable(ctx, GL_LIGHTING, GL_TRUE);
@ -1803,6 +1822,14 @@ _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 +1888,7 @@ _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);