{ { o(EXT_texture_integer) },
{ PIPE_FORMAT_R32G32B32A32_UINT,
PIPE_FORMAT_R32G32B32A32_SINT } },
+
+ { { o(ARB_texture_rg) },
+ { PIPE_FORMAT_R8_UNORM,
+ PIPE_FORMAT_R8G8_UNORM } },
};
/* Required: depth stencil and sampler support */
PIPE_FORMAT_RGTC2_UNORM,
PIPE_FORMAT_RGTC2_SNORM } },
- { { o(ARB_texture_rg) },
- { PIPE_FORMAT_R8G8_UNORM } },
-
{ { o(EXT_texture_compression_latc) },
{ PIPE_FORMAT_LATC1_UNORM,
PIPE_FORMAT_LATC1_SNORM,
ctx->Const.PrimitiveRestartInSoftware = GL_TRUE;
}
+ /* ARB_color_buffer_float. */
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_FRAGMENT_COLOR_CLAMPED)) {
st->clamp_frag_color_in_shader = TRUE;
}
+
+ /* For drivers which cannot do color clamping, it's better to just
+ * disable ARB_color_buffer_float in the core profile, because
+ * the clamping is deprecated there anyway. */
+ if (ctx->API == API_OPENGL_CORE &&
+ (st->clamp_frag_color_in_shader || st->clamp_vert_color_in_shader)) {
+ st->clamp_vert_color_in_shader = GL_FALSE;
+ st->clamp_frag_color_in_shader = GL_FALSE;
+ ctx->Extensions.ARB_color_buffer_float = GL_FALSE;
+ }
}
if (screen->fence_finish) {