Luca Barbieri wrote:
> Softpipe currently does not saturate colors after add/subtract
> blending. This violates the OpenGL specification leading to incorrect
> rendering in some cases.
> This patch fixes this in the obvious way.

Looks good. I'll commit it.


> Note that saturation should also happen after the fragment shader, but
> I haven't checked whether softpipe does that correctly.

We currently rely on the final float->ubyte conversion step to do the 
clamping.

-Brian

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