meta/blit: Don't blend integer values during MSAA resolves

Reviewed-by: Matt Turner <mattst88@gmail.com>
This commit is contained in:
Jason Ekstrand 2016-05-04 15:52:50 -07:00
parent 203c786a73
commit 4f4f393bf3

View file

@ -458,8 +458,17 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
int step;
if (src_datatype == GL_INT || src_datatype == GL_UNSIGNED_INT) {
merge_function =
"gvec4 merge(gvec4 a, gvec4 b) { return (a >> gvec4(1)) + (b >> gvec4(1)) + (a & b & gvec4(1)); }\n";
/* 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 =