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authorIan Romanick <[email protected]>2017-06-15 14:47:54 -0700
committerMarge Bot <[email protected]>2020-05-14 15:35:43 +0000
commitadc633627349d44c3e5495c442a16b0129c00989 (patch)
tree2c66f7b35549db57b759e7f59eb4f6d1dd8b4544 /src/mesa
parentbb28ce79882eb6ecad7488f8827a0fdf05de1828 (diff)
meta: Remove support for multisample blits
Since i965 no longer uses this function for blitting color buffers, there is no driver left that will ever support multisample textures and use _mesa_meta_BlitFramebuffer. v2: Delete blit_state::msaa_shaders and enum blit_msaa_shader. text data bss dec hex filename 12243286 1344936 1290748 14878970 e308fa before/lib64/dri/i965_dri.so 12240398 1344936 1290748 14876082 e2fdb2 after/lib64/dri/i965_dri.so Reviewed-by: Jason Ekstrand <[email protected]> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/856>
Diffstat (limited to 'src/mesa')
-rw-r--r--src/mesa/drivers/common/meta.h51
-rw-r--r--src/mesa/drivers/common/meta_blit.c371
2 files changed, 15 insertions, 407 deletions
diff --git a/src/mesa/drivers/common/meta.h b/src/mesa/drivers/common/meta.h
index 6fefbeb7880..799650bb24f 100644
--- a/src/mesa/drivers/common/meta.h
+++ b/src/mesa/drivers/common/meta.h
@@ -235,56 +235,6 @@ struct blit_shader_table {
};
/**
- * Indices in the blit_state->msaa_shaders[] array
- *
- * Note that setup_glsl_msaa_blit_shader() assumes that the _INT enums are five
- * more than the corresponding non-_INT versions and _UINT are five beyond that.
- */
-enum blit_msaa_shader {
- BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE,
- BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE,
- BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE,
- BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE,
- BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE,
- BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT,
- BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT,
- BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT,
- BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT,
- BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT,
- BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT,
- BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT,
- BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT,
- BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT,
- BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT,
- BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY,
- BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY_INT,
- BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY_UINT,
- BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_RESOLVE,
- BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_COPY,
- BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE,
- BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE,
- BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE,
- BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE,
- BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE,
- BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_INT,
- BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_INT,
- BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_INT,
- BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_INT,
- BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_INT,
- BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_UINT,
- BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_UINT,
- BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_UINT,
- BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_UINT,
- BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_UINT,
- BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_COPY,
- BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_COPY_INT,
- BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_COPY_UINT,
- BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_DEPTH_RESOLVE,
- BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_DEPTH_COPY,
- BLIT_MSAA_SHADER_COUNT,
-};
-
-/**
* State for glBlitFramebufer()
*/
struct blit_state
@@ -293,7 +243,6 @@ struct blit_state
struct gl_buffer_object *buf_obj;
struct blit_shader_table shaders_with_depth;
struct blit_shader_table shaders_without_depth;
- struct gl_shader_program *msaa_shaders[BLIT_MSAA_SHADER_COUNT];
struct temp_texture depthTex;
bool no_ctsi_fallback;
};
diff --git a/src/mesa/drivers/common/meta_blit.c b/src/mesa/drivers/common/meta_blit.c
index a01e33f9a66..81fd4e12f97 100644
--- a/src/mesa/drivers/common/meta_blit.c
+++ b/src/mesa/drivers/common/meta_blit.c
@@ -27,7 +27,6 @@
#include "main/arbprogram.h"
#include "main/arrayobj.h"
#include "main/blend.h"
-#include "main/condrender.h"
#include "main/depth.h"
#include "main/enable.h"
#include "main/enums.h"
@@ -35,8 +34,6 @@
#include "main/image.h"
#include "main/macros.h"
#include "main/matrix.h"
-#include "main/multisample.h"
-#include "main/objectlabel.h"
#include "main/readpix.h"
#include "main/scissor.h"
#include "main/shaderapi.h"
@@ -49,7 +46,6 @@
#include "main/viewport.h"
#include "swrast/swrast.h"
#include "drivers/common/meta.h"
-#include "util/ralloc.h"
static struct gl_texture_object *
texture_object_from_renderbuffer(struct gl_context *, struct gl_renderbuffer *);
@@ -62,344 +58,25 @@ setup_sampler(struct gl_context *, struct gl_texture_object *, GLenum target,
#define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
static void
-setup_glsl_msaa_blit_shader(struct gl_context *ctx,
- struct blit_state *blit,
- const struct gl_framebuffer *drawFb,
- struct gl_renderbuffer *src_rb,
- GLenum target)
-{
- const char *vs_source;
- char *fs_source;
- void *mem_ctx;
- enum blit_msaa_shader shader_index;
- bool dst_is_msaa = false;
- GLenum src_datatype;
- const char *vec4_prefix;
- const char *sampler_array_suffix = "";
- char *name;
- const char *texcoord_type = "vec2";
- int samples;
- int shader_offset = 0;
-
- if (src_rb) {
- samples = MAX2(src_rb->NumSamples, 1);
- src_datatype = _mesa_get_format_datatype(src_rb->Format);
- } else {
- /* depth-or-color glCopyTexImage fallback path that passes a NULL rb and
- * doesn't handle integer.
- */
- samples = 1;
- src_datatype = GL_UNSIGNED_NORMALIZED;
- }
-
- /* We expect only power of 2 samples in source multisample buffer. */
- assert(samples > 0 && util_is_power_of_two_nonzero(samples));
- while (samples >> (shader_offset + 1)) {
- shader_offset++;
- }
- /* Update the assert if we plan to support more than 16X MSAA. */
- assert(shader_offset >= 0 && shader_offset <= 4);
-
- if (drawFb->Visual.samples > 1) {
- /* If you're calling meta_BlitFramebuffer with the destination
- * multisampled, this is the only path that will work -- swrast and
- * CopyTexImage won't work on it either.
- */
- assert(ctx->Extensions.ARB_sample_shading);
-
- dst_is_msaa = true;
-
- /* We need shader invocation per sample, not per pixel */
- _mesa_set_enable(ctx, GL_MULTISAMPLE, GL_TRUE);
- _mesa_set_enable(ctx, GL_SAMPLE_SHADING, GL_TRUE);
- _mesa_MinSampleShading(1.0);
- }
-
- switch (target) {
- case GL_TEXTURE_2D_MULTISAMPLE:
- case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
- if (src_rb && (src_rb->_BaseFormat == GL_DEPTH_COMPONENT ||
- src_rb->_BaseFormat == GL_DEPTH_STENCIL)) {
- if (dst_is_msaa)
- shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_COPY;
- else
- shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_RESOLVE;
- } else {
- if (dst_is_msaa)
- shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY;
- else {
- shader_index = BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE +
- shader_offset;
- }
- }
-
- if (target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) {
- shader_index += (BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE -
- BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE);
- sampler_array_suffix = "Array";
- texcoord_type = "vec3";
- }
- break;
- default:
- _mesa_problem(ctx, "Unknown texture target %s\n",
- _mesa_enum_to_string(target));
- shader_index = BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE;
- }
-
- /* We rely on the enum being sorted this way. */
- STATIC_ASSERT(BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT ==
- BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE + 5);
- STATIC_ASSERT(BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT ==
- BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE + 10);
- if (src_datatype == GL_INT) {
- shader_index += 5;
- vec4_prefix = "i";
- } else if (src_datatype == GL_UNSIGNED_INT) {
- shader_index += 10;
- vec4_prefix = "u";
- } else {
- vec4_prefix = "";
- }
-
- if (blit->msaa_shaders[shader_index]) {
- _mesa_meta_use_program(ctx, blit->msaa_shaders[shader_index]);
- return;
- }
-
- mem_ctx = ralloc_context(NULL);
-
- if (shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_RESOLVE ||
- shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_DEPTH_RESOLVE ||
- shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_DEPTH_COPY ||
- shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_COPY) {
- char *sample_index;
- const char *tex_coords = "texCoords";
-
- if (dst_is_msaa) {
- sample_index = "gl_SampleID";
- name = "depth MSAA copy";
-
- if (ctx->Extensions.ARB_gpu_shader5 && samples >= 16) {
- /* See comment below for the color copy */
- tex_coords = "interpolateAtOffset(texCoords, vec2(0.0))";
- }
- } else {
- /* From the GL 4.3 spec:
- *
- * "If there is a multisample buffer (the value of SAMPLE_BUFFERS
- * is one), then values are obtained from the depth samples in
- * this buffer. It is recommended that the depth value of the
- * centermost sample be used, though implementations may choose
- * any function of the depth sample values at each pixel.
- *
- * We're slacking and instead of choosing centermost, we've got 0.
- */
- sample_index = "0";
- name = "depth MSAA resolve";
- }
-
- vs_source = ralloc_asprintf(mem_ctx,
- "#version 130\n"
- "#extension GL_ARB_explicit_attrib_location: enable\n"
- "layout(location = 0) in vec2 position;\n"
- "layout(location = 1) in %s textureCoords;\n"
- "out %s texCoords;\n"
- "void main()\n"
- "{\n"
- " texCoords = textureCoords;\n"
- " gl_Position = vec4(position, 0.0, 1.0);\n"
- "}\n",
- texcoord_type,
- texcoord_type);
- fs_source = ralloc_asprintf(mem_ctx,
- "#version 130\n"
- "#extension GL_ARB_texture_multisample : enable\n"
- "#extension GL_ARB_sample_shading : enable\n"
- "#extension GL_ARB_gpu_shader5 : enable\n"
- "uniform sampler2DMS%s texSampler;\n"
- "in %s texCoords;\n"
- "out vec4 out_color;\n"
- "\n"
- "void main()\n"
- "{\n"
- " gl_FragDepth = texelFetch(texSampler, i%s(%s), %s).r;\n"
- "}\n",
- sampler_array_suffix,
- texcoord_type,
- texcoord_type,
- tex_coords,
- sample_index);
- } else {
- /* You can create 2D_MULTISAMPLE textures with 0 sample count (meaning 1
- * sample). Yes, this is ridiculous.
- */
- char *sample_resolve;
- const char *merge_function;
- name = ralloc_asprintf(mem_ctx, "%svec4 MSAA %s",
- vec4_prefix,
- dst_is_msaa ? "copy" : "resolve");
-
- if (dst_is_msaa) {
- const char *tex_coords;
-
- if (ctx->Extensions.ARB_gpu_shader5 && samples >= 16) {
- /* If interpolateAtOffset is available then it will be used to
- * force the interpolation to the center. This is required at
- * least on Intel hardware because it is possible to have a sample
- * position on the 0 x or y axis which means it will lie exactly
- * on the pixel boundary. If we let the hardware interpolate the
- * coordinates at one of these positions then it is possible for
- * it to jump to a neighboring texel when converting to ints due
- * to rounding errors. This is only done for >= 16x MSAA because
- * it probably has some overhead. It is more likely that some
- * hardware will use one of these problematic positions at 16x
- * MSAA because in that case in D3D they are defined to be at
- * these positions.
- */
- tex_coords = "interpolateAtOffset(texCoords, vec2(0.0))";
- } else {
- tex_coords = "texCoords";
- }
-
- sample_resolve =
- ralloc_asprintf(mem_ctx,
- " out_color = texelFetch(texSampler, "
- "i%s(%s), gl_SampleID);",
- texcoord_type, tex_coords);
-
- merge_function = "";
- } else {
- int i;
- int step;
-
- if (src_datatype == GL_INT || src_datatype == GL_UNSIGNED_INT) {
- /* From the OpenGL ES 3.2 spec section 16.2.1:
- *
- * "If the source formats are integer types or stencil values,
- * a single sample's value is selected for each pixel."
- *
- * The OpenGL 4.4 spec contains exactly the same language.
- *
- * We can accomplish this by making the merge function return just
- * one of the two samples. The compiler should do the rest.
- */
- merge_function = "gvec4 merge(gvec4 a, gvec4 b) { return a; }\n";
- } else {
- /* The divide will happen at the end for floats. */
- merge_function =
- "vec4 merge(vec4 a, vec4 b) { return (a + b); }\n";
- }
-
- /* We're assuming power of two samples for this resolution procedure.
- *
- * To avoid losing any floating point precision if the samples all
- * happen to have the same value, we merge pairs of values at a time
- * (so the floating point exponent just gets increased), rather than
- * doing a naive sum and dividing.
- */
- assert(util_is_power_of_two_or_zero(samples));
- /* Fetch each individual sample. */
- sample_resolve = rzalloc_size(mem_ctx, 1);
- for (i = 0; i < samples; i++) {
- ralloc_asprintf_append(&sample_resolve,
- " gvec4 sample_1_%d = texelFetch(texSampler, i%s(texCoords), %d);\n",
- i, texcoord_type, i);
- }
- /* Now, merge each pair of samples, then merge each pair of those,
- * etc.
- */
- for (step = 2; step <= samples; step *= 2) {
- for (i = 0; i < samples; i += step) {
- ralloc_asprintf_append(&sample_resolve,
- " gvec4 sample_%d_%d = merge(sample_%d_%d, sample_%d_%d);\n",
- step, i,
- step / 2, i,
- step / 2, i + step / 2);
- }
- }
-
- /* Scale the final result. */
- if (src_datatype == GL_UNSIGNED_INT || src_datatype == GL_INT) {
- ralloc_asprintf_append(&sample_resolve,
- " out_color = sample_%d_0;\n",
- samples);
- } else {
- ralloc_asprintf_append(&sample_resolve,
- " gl_FragColor = sample_%d_0 / %f;\n",
- samples, (float)samples);
- }
- }
-
- vs_source = ralloc_asprintf(mem_ctx,
- "#version 130\n"
- "#extension GL_ARB_explicit_attrib_location: enable\n"
- "layout(location = 0) in vec2 position;\n"
- "layout(location = 1) in %s textureCoords;\n"
- "out %s texCoords;\n"
- "void main()\n"
- "{\n"
- " texCoords = textureCoords;\n"
- " gl_Position = vec4(position, 0.0, 1.0);\n"
- "}\n",
- texcoord_type,
- texcoord_type);
- fs_source = ralloc_asprintf(mem_ctx,
- "#version 130\n"
- "#extension GL_ARB_texture_multisample : enable\n"
- "#extension GL_ARB_sample_shading : enable\n"
- "#extension GL_ARB_gpu_shader5 : enable\n"
- "#define gvec4 %svec4\n"
- "uniform %ssampler2DMS%s texSampler;\n"
- "in %s texCoords;\n"
- "out gvec4 out_color;\n"
- "\n"
- "%s" /* merge_function */
- "void main()\n"
- "{\n"
- "%s\n" /* sample_resolve */
- "}\n",
- vec4_prefix,
- vec4_prefix,
- sampler_array_suffix,
- texcoord_type,
- merge_function,
- sample_resolve);
- }
-
- _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source, name,
- &blit->msaa_shaders[shader_index]);
-
- ralloc_free(mem_ctx);
-}
-
-static void
setup_glsl_blit_framebuffer(struct gl_context *ctx,
struct blit_state *blit,
const struct gl_framebuffer *drawFb,
struct gl_renderbuffer *src_rb,
- GLenum target, GLenum filter,
- bool is_scaled_blit,
+ GLenum target,
bool do_depth)
{
- unsigned texcoord_size;
- bool is_target_multisample = target == GL_TEXTURE_2D_MULTISAMPLE ||
- target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
+ const unsigned texcoord_size = 2 + (src_rb->Depth > 1 ? 1 : 0);
/* target = GL_TEXTURE_RECTANGLE is not supported in GLES 3.0 */
assert(_mesa_is_desktop_gl(ctx) || target == GL_TEXTURE_2D);
- texcoord_size = 2 + (src_rb->Depth > 1 ? 1 : 0);
_mesa_meta_setup_vertex_objects(ctx, &blit->VAO, &blit->buf_obj, true,
2, texcoord_size, 0);
- if (is_target_multisample) {
- setup_glsl_msaa_blit_shader(ctx, blit, drawFb, src_rb, target);
- } else {
- _mesa_meta_setup_blit_shader(ctx, target, do_depth,
- do_depth ? &blit->shaders_with_depth
- : &blit->shaders_without_depth);
- }
+ _mesa_meta_setup_blit_shader(ctx, target, do_depth,
+ do_depth ? &blit->shaders_with_depth
+ : &blit->shaders_without_depth);
}
/**
@@ -428,23 +105,19 @@ blitframebuffer_texture(struct gl_context *ctx,
const GLint dstH = abs(dstY1 - dstY0);
const int srcW = abs(srcX1 - srcX0);
const int srcH = abs(srcY1 - srcY0);
- bool scaled_blit = false;
struct gl_texture_object *texObj;
GLuint srcLevel;
GLenum target;
struct gl_renderbuffer *rb = readAtt->Renderbuffer;
struct temp_texture *meta_temp_texture;
- if (rb->NumSamples && !ctx->Extensions.ARB_texture_multisample)
- return false;
+ assert(rb->NumSamples == 0);
_mesa_meta_fb_tex_blit_begin(ctx, &fb_tex_blit);
if (readAtt->Texture &&
(readAtt->Texture->Target == GL_TEXTURE_2D ||
- readAtt->Texture->Target == GL_TEXTURE_RECTANGLE ||
- readAtt->Texture->Target == GL_TEXTURE_2D_MULTISAMPLE ||
- readAtt->Texture->Target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)) {
+ readAtt->Texture->Target == GL_TEXTURE_RECTANGLE)) {
/* If there's a texture attached of a type we can handle, then just use
* it directly.
*/
@@ -472,9 +145,6 @@ blitframebuffer_texture(struct gl_context *ctx,
if (ctx->Meta->Blit.no_ctsi_fallback)
return false;
- if (rb->NumSamples > 1)
- return false;
-
if (do_depth) {
meta_temp_texture = _mesa_meta_get_temp_depth_texture(ctx);
tex_base_format = GL_DEPTH_COMPONENT;
@@ -510,11 +180,8 @@ blitframebuffer_texture(struct gl_context *ctx,
fb_tex_blit.maxLevelSave = texObj->MaxLevel;
fb_tex_blit.stencilSamplingSave = texObj->StencilSampling;
- scaled_blit = dstW != srcW || dstH != srcH;
-
if (glsl_version) {
- setup_glsl_blit_framebuffer(ctx, blit, drawFb, rb, target, filter, scaled_blit,
- do_depth);
+ setup_glsl_blit_framebuffer(ctx, blit, drawFb, rb, target, do_depth);
}
else {
_mesa_meta_setup_ff_tnl_for_blit(ctx,
@@ -577,9 +244,7 @@ blitframebuffer_texture(struct gl_context *ctx,
t1 = srcY1 / (float) texImage->Height;
}
else {
- assert(target == GL_TEXTURE_RECTANGLE_ARB ||
- target == GL_TEXTURE_2D_MULTISAMPLE ||
- target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY);
+ assert(target == GL_TEXTURE_RECTANGLE_ARB);
s0 = (float) srcX0;
s1 = (float) srcX1;
t0 = (float) srcY0;
@@ -697,8 +362,7 @@ texture_object_from_renderbuffer(struct gl_context *ctx,
{
struct gl_texture_image *texImage;
struct gl_texture_object *texObj;
- const GLenum target = rb->NumSamples > 1
- ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D;
+ const GLenum target = GL_TEXTURE_2D;
texObj = ctx->Driver.NewTextureObject(ctx, 0xDEADBEEF, target);
texImage = _mesa_get_tex_image(ctx, texObj, target, 0);
@@ -720,17 +384,14 @@ static struct gl_sampler_object *
setup_sampler(struct gl_context *ctx, struct gl_texture_object *texObj,
GLenum target, GLenum filter, GLuint srcLevel)
{
- struct gl_sampler_object *samp_obj;
- GLenum tex_filter = (filter == GL_SCALED_RESOLVE_FASTEST_EXT ||
- filter == GL_SCALED_RESOLVE_NICEST_EXT) ?
- GL_NEAREST : filter;
+ struct gl_sampler_object *samp_obj =
+ ctx->Driver.NewSamplerObject(ctx, 0xDEADBEEF);
- samp_obj = ctx->Driver.NewSamplerObject(ctx, 0xDEADBEEF);
if (samp_obj == NULL)
return NULL;
_mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, samp_obj);
- _mesa_set_sampler_filters(ctx, samp_obj, tex_filter, tex_filter);
+ _mesa_set_sampler_filters(ctx, samp_obj, filter, filter);
_mesa_set_sampler_wrap(ctx, samp_obj, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE,
samp_obj->WrapR);
@@ -774,11 +435,9 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx,
const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
ctx->Extensions.ARB_fragment_shader;
- /* Multisample texture blit support requires texture multisample. */
- if (readFb->Visual.samples > 0 &&
- !ctx->Extensions.ARB_texture_multisample) {
+ /* Multisample blit is not supported. */
+ if (readFb->Visual.samples > 0)
return mask;
- }
/* Clip a copy of the blit coordinates. If these differ from the input
* coordinates, then we'll set the scissor.