st/mesa: do vertex and fragment color clamping in shaders

For ARB_color_buffer_float. Most hardware can't do it and st/mesa is
the perfect place for a fallback.
The exceptions are:
- r500 (vertex clamp only)
- nv50 (both)
- nvc0 (both)
- softpipe (both)

We also have to take into account that r300 can do CLAMPED vertex colors only,
while r600 can do UNCLAMPED vertex colors only. The difference can be expressed
with the two new CAPs.
This commit is contained in:
Marek Olšák
2012-01-23 03:11:17 +01:00
parent c2e2b58a58
commit bc1c836938
22 changed files with 147 additions and 56 deletions

View File

@@ -607,33 +607,16 @@ 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.
* 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->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))) {
if (screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_UNCLAMPED)) {
ctx->Extensions.ARB_color_buffer_float = GL_TRUE;
if (!screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_CLAMPED)) {
st->clamp_vert_color_in_shader = TRUE;
}
if (!screen->get_param(screen, PIPE_CAP_FRAGMENT_COLOR_CLAMPED)) {
st->clamp_frag_color_in_shader = TRUE;
}
}
if (screen->get_param(screen, PIPE_CAP_SHADER_STENCIL_EXPORT)) {