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meta/blit: Add plumbing for shaders without depth
Currently all blit programs are unconditionally compiled with gl_FragDepth. Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Matt Turner <mattst88@gmail.com>
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4 changed files with 5 additions and 3 deletions
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@ -243,6 +243,7 @@ _mesa_meta_compile_and_link_program(struct gl_context *ctx,
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void
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_mesa_meta_setup_blit_shader(struct gl_context *ctx,
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GLenum target,
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bool do_depth,
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struct blit_shader_table *table)
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{
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char *vs_source, *fs_source;
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@ -3035,7 +3036,7 @@ decompress_texture_image(struct gl_context *ctx,
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_mesa_meta_setup_vertex_objects(&decompress->VAO, &decompress->VBO, true,
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2, 4, 0);
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_mesa_meta_setup_blit_shader(ctx, target, &decompress->shaders);
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_mesa_meta_setup_blit_shader(ctx, target, true, &decompress->shaders);
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} else {
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_mesa_meta_setup_ff_tnl_for_blit(&decompress->VAO, &decompress->VBO, 3);
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}
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@ -632,6 +632,7 @@ _mesa_meta_setup_copypix_texture(struct gl_context *ctx,
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void
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_mesa_meta_setup_blit_shader(struct gl_context *ctx,
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GLenum target,
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bool do_depth,
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struct blit_shader_table *table);
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void
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@ -531,7 +531,7 @@ setup_glsl_blit_framebuffer(struct gl_context *ctx,
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} else if (is_target_multisample) {
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setup_glsl_msaa_blit_shader(ctx, blit, src_rb, target);
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} else {
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_mesa_meta_setup_blit_shader(ctx, target, &blit->shaders);
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_mesa_meta_setup_blit_shader(ctx, target, true, &blit->shaders);
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}
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}
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@ -193,7 +193,7 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
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if (use_glsl_version) {
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_mesa_meta_setup_vertex_objects(&mipmap->VAO, &mipmap->VBO, true,
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2, 4, 0);
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_mesa_meta_setup_blit_shader(ctx, target, &mipmap->shaders);
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_mesa_meta_setup_blit_shader(ctx, target, true, &mipmap->shaders);
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} else {
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_mesa_meta_setup_ff_tnl_for_blit(&mipmap->VAO, &mipmap->VBO, 3);
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_mesa_set_enable(ctx, target, GL_TRUE);
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