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framebuffer: Support the GL_RED texture workaround when querying bits
When a component-alpha texture is made using a GL3 context a GL_RED texture is actually used and a swizzle is set up to hide it. However if a framebuffer is then bound to that texture then when the bits are queried this workaround will leak out of the API. To fix this it now detects the situation and reports the number of red bits as the number of alpha bits. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit 425cfb2675912a2cbcaaaeed7c2196d563948222)
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@ -948,6 +948,16 @@ _cogl_framebuffer_init_bits (CoglFramebuffer *framebuffer)
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GE( ctx, glGetIntegerv (GL_STENCIL_BITS, &framebuffer->bits.stencil) );
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GE( ctx, glGetIntegerv (GL_STENCIL_BITS, &framebuffer->bits.stencil) );
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}
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}
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/* If we don't have alpha textures then the alpha bits are actually
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* stored in the red component */
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if ((ctx->private_feature_flags &
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COGL_PRIVATE_FEATURE_ALPHA_TEXTURES) == 0 &&
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framebuffer->type == COGL_FRAMEBUFFER_TYPE_OFFSCREEN &&
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framebuffer->format == COGL_PIXEL_FORMAT_A_8)
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{
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framebuffer->bits.alpha = framebuffer->bits.red;
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framebuffer->bits.red = 0;
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}
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COGL_NOTE (OFFSCREEN,
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COGL_NOTE (OFFSCREEN,
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"RGBA/D/S Bits for framebuffer[%p, %s]: %d, %d, %d, %d, %d, %d",
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"RGBA/D/S Bits for framebuffer[%p, %s]: %d, %d, %d, %d, %d, %d",
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