As sRGB now supports lossless compression, don't we also need to stop
resolving single sampled color render buffers for sRGB formats in Gen 10.

Signed-off-by: Anuj Phogat <anuj.pho...@gmail.com>
---
 src/mesa/drivers/dri/i965/brw_context.c | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/src/mesa/drivers/dri/i965/brw_context.c 
b/src/mesa/drivers/dri/i965/brw_context.c
index 1247d03..9e19617 100644
--- a/src/mesa/drivers/dri/i965/brw_context.c
+++ b/src/mesa/drivers/dri/i965/brw_context.c
@@ -326,7 +326,7 @@ intel_update_state(struct gl_context * ctx, GLuint 
new_state)
     * enabled because otherwise the surface state will be programmed with the
     * linear equivalent format anyway.
     */
-   if (brw->gen >= 9 && ctx->Color.sRGBEnabled) {
+   if (brw->gen == 9 && ctx->Color.sRGBEnabled) {
       struct gl_framebuffer *fb = ctx->DrawBuffer;
       for (int i = 0; i < fb->_NumColorDrawBuffers; i++) {
          struct gl_renderbuffer *rb = fb->_ColorDrawBuffers[i];
-- 
2.9.3

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