diff options
-rw-r--r-- | src/mesa/drivers/common/meta_blit.c | 13 |
1 files changed, 9 insertions, 4 deletions
diff --git a/src/mesa/drivers/common/meta_blit.c b/src/mesa/drivers/common/meta_blit.c index 69c2590b443..112fbb15a9e 100644 --- a/src/mesa/drivers/common/meta_blit.c +++ b/src/mesa/drivers/common/meta_blit.c @@ -218,16 +218,21 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx, /* You can create 2D_MULTISAMPLE textures with 0 sample count (meaning 1 * sample). Yes, this is ridiculous. */ - int samples = MAX2(src_rb->NumSamples, 1); + int samples; char *sample_resolve; const char *arb_sample_shading_extension_string; const char *merge_function; + samples = MAX2(src_rb->NumSamples, 1); + if (dst_is_msaa) { arb_sample_shading_extension_string = "#extension GL_ARB_sample_shading : enable"; sample_resolve = ralloc_asprintf(mem_ctx, " out_color = texelFetch(texSampler, ivec2(texCoords), gl_SampleID);"); merge_function = ""; } else { + int i; + int step; + if (src_datatype == GL_INT) { merge_function = "ivec4 merge(ivec4 a, ivec4 b) { return (a >> ivec4(1)) + (b >> ivec4(1)) + (a & b & ivec4(1)); }\n"; @@ -252,7 +257,7 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx, assert((samples & (samples - 1)) == 0); /* Fetch each individual sample. */ sample_resolve = rzalloc_size(mem_ctx, 1); - for (int i = 0; i < samples; i++) { + for (i = 0; i < samples; i++) { ralloc_asprintf_append(&sample_resolve, " %svec4 sample_1_%d = texelFetch(texSampler, ivec2(texCoords), %d);\n", vec4_prefix, i, i); @@ -260,8 +265,8 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx, /* Now, merge each pair of samples, then merge each pair of those, * etc. */ - for (int step = 2; step <= samples; step *= 2) { - for (int i = 0; i < samples; i += step) { + for (step = 2; step <= samples; step *= 2) { + for (i = 0; i < samples; i += step) { ralloc_asprintf_append(&sample_resolve, " %svec4 sample_%d_%d = merge(sample_%d_%d, sample_%d_%d);\n", vec4_prefix, |