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authorTopi Pohjolainen <[email protected]>2014-05-27 15:39:06 +0300
committerTopi Pohjolainen <[email protected]>2014-05-28 10:32:29 +0300
commita6022e5405a11ef24e3870ca86ffbbb52929ad4f (patch)
tree07c6a019cc082e8803771e026cbb0e6e9fdd3f43 /src/mesa/main/pbo.c
parentecee4c42292f8e38e59d2ee2d3513694ec58406a (diff)
meta/blit: Use gl_FragColor also in the msaa blit shader
Fixes framebuffer_blit_functionality_multisampled_to_singlesampled_blit es3 cts test on bdw. Also fixes this on ivb when ivb is forced to use the meta path. No piglit regressions on IVB. Further input from Ken: "Unfortunately, this doesn't fix MRT for integer data. In the single-sampled case, since we're directly copying data, we were read/copy/write data as "float" values, which actually contained the integer bits. Here, we can't do that since we need to process the actual integer data. I do wonder if we could use intBitsToFloat/uintBitsToFloat to stuff the integer bits in the float gl_FragColor output. Just a crazy idea. In the long term (post 10.2), I think we should draft an extension that allows you to do "layout(location = all)" on user-defined fragment shader outputs. (Or some similar syntax.)" Signed-off-by: Topi Pohjolainen <[email protected]> Cc: "10.2" <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Anuj Phogat <[email protected]>
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