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authorMarek Olšák <[email protected]>2016-05-31 12:03:32 +0200
committerMarek Olšák <[email protected]>2016-05-31 16:48:53 +0200
commit921ab0028e7ed90c4eeef3a2f674291450f39874 (patch)
tree86e2f1ce59a2bc241035dd5a687f63fe0b177557 /src/gallium/auxiliary/util
parent8a10192b4b2435577bde1227c06166029b581398 (diff)
gallium/u_blitter: do GL-compliant integer resolves
The GL spec has been clarified and the new rule says we should just copy 1 sample. Reviewed-by: Nicolai Hähnle <[email protected]>
Diffstat (limited to 'src/gallium/auxiliary/util')
-rw-r--r--src/gallium/auxiliary/util/u_blitter.c26
1 files changed, 7 insertions, 19 deletions
diff --git a/src/gallium/auxiliary/util/u_blitter.c b/src/gallium/auxiliary/util/u_blitter.c
index 2a44d6b71c8..ad645ad39ea 100644
--- a/src/gallium/auxiliary/util/u_blitter.c
+++ b/src/gallium/auxiliary/util/u_blitter.c
@@ -100,8 +100,6 @@ struct blitter_context_priv
/* FS which outputs an average of all samples. */
void *fs_resolve[PIPE_MAX_TEXTURE_TYPES][NUM_RESOLVE_FRAG_SHADERS][2];
- void *fs_resolve_sint[PIPE_MAX_TEXTURE_TYPES][NUM_RESOLVE_FRAG_SHADERS][2];
- void *fs_resolve_uint[PIPE_MAX_TEXTURE_TYPES][NUM_RESOLVE_FRAG_SHADERS][2];
/* Blend state. */
void *blend[PIPE_MASK_RGBA+1][2]; /**< blend state with writemask */
@@ -487,16 +485,6 @@ void util_blitter_destroy(struct blitter_context *blitter)
for (f = 0; f < 2; f++)
if (ctx->fs_resolve[i][j][f])
ctx->delete_fs_state(pipe, ctx->fs_resolve[i][j][f]);
-
- for (j = 0; j< ARRAY_SIZE(ctx->fs_resolve_sint[i]); j++)
- for (f = 0; f < 2; f++)
- if (ctx->fs_resolve_sint[i][j][f])
- ctx->delete_fs_state(pipe, ctx->fs_resolve_sint[i][j][f]);
-
- for (j = 0; j< ARRAY_SIZE(ctx->fs_resolve_uint[i]); j++)
- for (f = 0; f < 2; f++)
- if (ctx->fs_resolve_uint[i][j][f])
- ctx->delete_fs_state(pipe, ctx->fs_resolve_uint[i][j][f]);
}
if (ctx->fs_empty)
@@ -891,18 +879,18 @@ static void *blitter_get_fs_texfetch_col(struct blitter_context_priv *ctx,
if (src_nr_samples > 1) {
void **shader;
- if (dst_nr_samples <= 1) {
+ /* OpenGL requires that integer textures just copy 1 sample instead
+ * of averaging.
+ */
+ if (dst_nr_samples <= 1 &&
+ stype != TGSI_RETURN_TYPE_UINT &&
+ stype != TGSI_RETURN_TYPE_SINT) {
/* The destination has one sample, so we'll do color resolve. */
unsigned index = GET_MSAA_RESOLVE_FS_IDX(src_nr_samples);
assert(filter < 2);
- if (stype == TGSI_RETURN_TYPE_UINT)
- shader = &ctx->fs_resolve_uint[target][index][filter];
- else if (stype == TGSI_RETURN_TYPE_SINT)
- shader = &ctx->fs_resolve_sint[target][index][filter];
- else
- shader = &ctx->fs_resolve[target][index][filter];
+ shader = &ctx->fs_resolve[target][index][filter];
if (!*shader) {
assert(!ctx->cached_all_shaders);