gallium/u_blitter: do GL-compliant integer resolves

The GL spec has been clarified and the new rule says we should just
copy 1 sample.

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This commit is contained in:
Marek Olšák 2016-05-31 12:03:32 +02:00
parent 8a10192b4b
commit 921ab0028e

View file

@ -100,8 +100,6 @@ struct blitter_context_priv
/* FS which outputs an average of all samples. */
void *fs_resolve[PIPE_MAX_TEXTURE_TYPES][NUM_RESOLVE_FRAG_SHADERS][2];
void *fs_resolve_sint[PIPE_MAX_TEXTURE_TYPES][NUM_RESOLVE_FRAG_SHADERS][2];
void *fs_resolve_uint[PIPE_MAX_TEXTURE_TYPES][NUM_RESOLVE_FRAG_SHADERS][2];
/* Blend state. */
void *blend[PIPE_MASK_RGBA+1][2]; /**< blend state with writemask */
@ -487,16 +485,6 @@ void util_blitter_destroy(struct blitter_context *blitter)
for (f = 0; f < 2; f++)
if (ctx->fs_resolve[i][j][f])
ctx->delete_fs_state(pipe, ctx->fs_resolve[i][j][f]);
for (j = 0; j< ARRAY_SIZE(ctx->fs_resolve_sint[i]); j++)
for (f = 0; f < 2; f++)
if (ctx->fs_resolve_sint[i][j][f])
ctx->delete_fs_state(pipe, ctx->fs_resolve_sint[i][j][f]);
for (j = 0; j< ARRAY_SIZE(ctx->fs_resolve_uint[i]); j++)
for (f = 0; f < 2; f++)
if (ctx->fs_resolve_uint[i][j][f])
ctx->delete_fs_state(pipe, ctx->fs_resolve_uint[i][j][f]);
}
if (ctx->fs_empty)
@ -891,18 +879,18 @@ static void *blitter_get_fs_texfetch_col(struct blitter_context_priv *ctx,
if (src_nr_samples > 1) {
void **shader;
if (dst_nr_samples <= 1) {
/* OpenGL requires that integer textures just copy 1 sample instead
* of averaging.
*/
if (dst_nr_samples <= 1 &&
stype != TGSI_RETURN_TYPE_UINT &&
stype != TGSI_RETURN_TYPE_SINT) {
/* The destination has one sample, so we'll do color resolve. */
unsigned index = GET_MSAA_RESOLVE_FS_IDX(src_nr_samples);
assert(filter < 2);
if (stype == TGSI_RETURN_TYPE_UINT)
shader = &ctx->fs_resolve_uint[target][index][filter];
else if (stype == TGSI_RETURN_TYPE_SINT)
shader = &ctx->fs_resolve_sint[target][index][filter];
else
shader = &ctx->fs_resolve[target][index][filter];
shader = &ctx->fs_resolve[target][index][filter];
if (!*shader) {
assert(!ctx->cached_all_shaders);