meta: Don't do srgb to linear decode when blitting srgb textures.
Fixes the GL_SRGB8_ALPHA8 -> GL_RGBA8 blits in fbo-srgb-blit.c Reviewed-by: Brian Paul <brianp@vmware.com>
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@@ -1186,6 +1186,7 @@ blitframebuffer_texture(struct gl_context *ctx,
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const GLint maxLevelSave = texObj->MaxLevel;
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const GLenum wrapSSave = texObj->Sampler.WrapS;
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const GLenum wrapTSave = texObj->Sampler.WrapT;
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const GLenum srgbSave = texObj->Sampler.sRGBDecode;
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const GLenum target = texObj->Target;
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if (drawAtt->Texture == readAtt->Texture) {
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@@ -1217,6 +1218,12 @@ blitframebuffer_texture(struct gl_context *ctx,
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}
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_mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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_mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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if (ctx->Extensions.EXT_texture_sRGB_decode) {
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_mesa_TexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
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GL_SKIP_DECODE_EXT);
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}
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_mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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_mesa_set_enable(ctx, target, GL_TRUE);
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@@ -1278,6 +1285,9 @@ blitframebuffer_texture(struct gl_context *ctx,
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}
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_mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, wrapSSave);
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_mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, wrapTSave);
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if (ctx->Extensions.EXT_texture_sRGB_decode) {
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_mesa_TexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT, srgbSave);
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}
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/* Done with color buffer */
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mask &= ~GL_COLOR_BUFFER_BIT;
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