gallium: remove PIPE_CAP_VERTEX_COLOR_CLAMP_CONTROL

The vertex color clamp control is a property of an API,
a lot like gl_rasterization_rules.

The state should be set according to the API being implemented, for example:
   OpenGL Compatibility: enabled by default
   OpenGL Core: disabled by default
   D3D11: always disabled

This patch also changes the way ARB_color_buffer_float is advertised.
If no SNORM or FLOAT render target is supported, fragment color clamping
is not required.
This commit is contained in:
Marek Olšák 2011-03-26 13:19:23 +01:00
parent e28fe8fe5d
commit 8d4ec87d7f
2 changed files with 26 additions and 5 deletions

View File

@ -463,7 +463,6 @@ enum pipe_cap {
PIPE_CAP_SHADER_STENCIL_EXPORT,
PIPE_CAP_TGSI_INSTANCEID,
PIPE_CAP_VERTEX_ELEMENT_INSTANCE_DIVISOR,
PIPE_CAP_VERTEX_COLOR_CLAMP_CONTROL,
PIPE_CAP_FRAGMENT_COLOR_CLAMP_CONTROL
};

View File

@ -514,12 +514,34 @@ void st_init_extensions(struct st_context *st)
ctx->Extensions.ARB_depth_clamp = GL_TRUE;
}
/* this extension does not actually require support of floating point
* render targets, just clamping controls
/* This extension does not actually require support of floating point
* render targets, just clamping controls.
* Advertise this extension if either fragment color clamping is supported
* or no render targets having color values outside of the range [0, 1]
* are supported, in which case the fragment color clamping has no effect
* on rendering.
*/
if(screen->get_param(screen, PIPE_CAP_FRAGMENT_COLOR_CLAMP_CONTROL) &&
screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_CLAMP_CONTROL))
if (screen->get_param(screen, PIPE_CAP_FRAGMENT_COLOR_CLAMP_CONTROL) ||
(!screen->is_format_supported(screen, PIPE_FORMAT_R8G8B8A8_SNORM,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_RENDER_TARGET) &&
!screen->is_format_supported(screen, PIPE_FORMAT_R16G16B16A16_SNORM,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_RENDER_TARGET) &&
!screen->is_format_supported(screen, PIPE_FORMAT_R16G16B16A16_FLOAT,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_RENDER_TARGET) &&
!screen->is_format_supported(screen, PIPE_FORMAT_R32G32B32A32_FLOAT,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_RENDER_TARGET) &&
!screen->is_format_supported(screen, PIPE_FORMAT_R11G11B10_FLOAT,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_RENDER_TARGET) &&
!screen->is_format_supported(screen, PIPE_FORMAT_R9G9B9E5_FLOAT,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_RENDER_TARGET))) {
ctx->Extensions.ARB_color_buffer_float = GL_TRUE;
}
if (screen->get_param(screen, PIPE_CAP_SHADER_STENCIL_EXPORT)) {
ctx->Extensions.ARB_shader_stencil_export = GL_TRUE;