We currently don't support EGL configs/surfaces with sRGB formats.
Change-Id: Ie23a5121bec784fe807c03feae19442fece3f1d7
Reviewed-on: https://swiftshader-review.googlesource.com/11268
Tested-by: Nicolas Capens <nicolascapens@google.com>
Reviewed-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <nicolascapens@google.com>
void Texture2D::bindTexImage(gl::Surface *surface)
{
- GLenum format;
-
switch(surface->getInternalFormat())
{
case sw::FORMAT_A8R8G8B8:
- format = GL_BGRA_EXT;
- break;
case sw::FORMAT_A8B8G8R8:
- format = GL_RGBA;
- break;
case sw::FORMAT_X8B8G8R8:
case sw::FORMAT_X8R8G8B8:
- format = GL_RGB;
break;
default:
UNIMPLEMENTED();
void Texture2D::bindTexImage(gl::Surface *surface)
{
- GLenum format;
-
switch(surface->getInternalFormat())
{
case sw::FORMAT_A8R8G8B8:
- case sw::FORMAT_SRGB8_A8:
- format = GL_BGRA_EXT;
- break;
case sw::FORMAT_A8B8G8R8:
- format = GL_RGBA;
- break;
case sw::FORMAT_X8B8G8R8:
case sw::FORMAT_X8R8G8B8:
- case sw::FORMAT_SRGB8_X8:
- format = GL_RGB;
break;
default:
UNIMPLEMENTED();