Fixed default color values for R and RG types By default, in D3D, R, G or B channels default to 1 when no value is assigned to them. In OpenGL, these channels default to 0. Added an entry to Conventions to fix this issue. In dEQP, this fixes all R and RG types tests from: functional.texture.format.* Change-Id: Ib5552aa36eaf4e3e1132f016f002250b40436227 Reviewed-on: https://swiftshader-review.googlesource.com/10828 Tested-by: Alexis Hétu <sugoi@google.com> Reviewed-by: Nicolas Capens <nicolascapens@google.com>
diff --git a/src/Renderer/Renderer.cpp b/src/Renderer/Renderer.cpp index a67ba22..7afbb9f 100644 --- a/src/Renderer/Renderer.cpp +++ b/src/Renderer/Renderer.cpp
@@ -48,6 +48,7 @@ extern bool fullPixelPositionRegister; extern bool leadingVertexFirst; // Flat shading uses first vertex, else last extern bool secondaryColor; // Specular lighting is applied after texturing + extern bool colorsDefaultToZero; extern bool forceWindowed; extern bool complementaryDepthBuffer; @@ -110,6 +111,7 @@ sw::fullPixelPositionRegister = conventions.fullPixelPositionRegister; sw::leadingVertexFirst = conventions.leadingVertexFirst; sw::secondaryColor = conventions.secondaryColor; + sw::colorsDefaultToZero = conventions.colorsDefaultToZero; sw::exactColorRounding = exactColorRounding; setRenderTarget(0, 0);