mesa: remove Driver.ResizeBuffers
[mesa.git] / src / mesa / drivers / common / meta_blit.c
index be91247c57c019b411233fb13d9f487a7ce71abd..5972a5af0c95db682b09a397837f766bbf11ef08 100644 (file)
 #include "main/enable.h"
 #include "main/enums.h"
 #include "main/fbobject.h"
+#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"
 #include "main/texobj.h"
 #include "main/texenv.h"
 #include "main/teximage.h"
 #include "main/texparam.h"
+#include "main/uniforms.h"
 #include "main/varray.h"
 #include "main/viewport.h"
 #include "swrast/swrast.h"
 #include "drivers/common/meta.h"
-#include "../glsl/ralloc.h"
+#include "util/ralloc.h"
 
 /** Return offset in bytes of the field within a vertex struct */
 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
 
-/**
- * One-time init for drawing depth pixels.
- */
 static void
-init_blit_depth_pixels(struct gl_context *ctx)
+setup_glsl_msaa_blit_scaled_shader(struct gl_context *ctx,
+                                   struct blit_state *blit,
+                                   struct gl_renderbuffer *src_rb,
+                                   GLenum target, GLenum filter)
 {
-   static const char *program =
-      "!!ARBfp1.0\n"
-      "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
-      "END \n";
-   char program2[200];
-   struct blit_state *blit = &ctx->Meta->Blit;
-   struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
-   const char *texTarget;
+   GLint loc_src_width, loc_src_height;
+   int i, samples;
+   int shader_offset = 0;
+   void *mem_ctx = ralloc_context(NULL);
+   char *fs_source;
+   char *name, *sample_number;
+   const uint8_t *sample_map;
+   char *sample_map_str = rzalloc_size(mem_ctx, 1);
+   char *sample_map_expr = rzalloc_size(mem_ctx, 1);
+   char *texel_fetch_macro = rzalloc_size(mem_ctx, 1);
+   const char *sampler_array_suffix = "";
+   float y_scale;
+   enum blit_msaa_shader shader_index;
 
-   assert(blit->DepthFP == 0);
+   assert(src_rb);
+   samples = MAX2(src_rb->NumSamples, 1);
+   y_scale = samples * 0.5;
 
-   /* replace %s with "RECT" or "2D" */
-   assert(strlen(program) + 4 < sizeof(program2));
-   if (tex->Target == GL_TEXTURE_RECTANGLE)
-      texTarget = "RECT";
-   else
-      texTarget = "2D";
-   _mesa_snprintf(program2, sizeof(program2), program, texTarget);
+   /* We expect only power of 2 samples in source multisample buffer. */
+   assert(samples > 0 && _mesa_is_pow_two(samples));
+   while (samples >> (shader_offset + 1)) {
+      shader_offset++;
+   }
+   /* Update the assert if we plan to support more than 8X MSAA. */
+   assert(shader_offset > 0 && shader_offset < 4);
+
+   assert(target == GL_TEXTURE_2D_MULTISAMPLE ||
+          target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY);
+
+   shader_index = BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_SCALED_RESOLVE +
+                  shader_offset - 1;
+
+   if (target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) {
+      shader_index += BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_SCALED_RESOLVE -
+                      BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_SCALED_RESOLVE;
+      sampler_array_suffix = "Array";
+   }
+
+   if (blit->msaa_shaders[shader_index]) {
+      _mesa_UseProgram(blit->msaa_shaders[shader_index]);
+      /* Update the uniform values. */
+      loc_src_width =
+         _mesa_GetUniformLocation(blit->msaa_shaders[shader_index], "src_width");
+      loc_src_height =
+         _mesa_GetUniformLocation(blit->msaa_shaders[shader_index], "src_height");
+      _mesa_Uniform1f(loc_src_width, src_rb->Width);
+      _mesa_Uniform1f(loc_src_height, src_rb->Height);
+      return;
+   }
+
+   name = ralloc_asprintf(mem_ctx, "vec4 MSAA scaled resolve");
+
+   /* Below switch is used to setup the shader expression, which computes
+    * sample index and map it to to a sample number on hardware.
+    */
+   switch(samples) {
+   case 2:
+      sample_number =  "sample_map[int(2 * fract(coord.x))]";
+      sample_map = ctx->Const.SampleMap2x;
+      break;
+   case 4:
+      sample_number =  "sample_map[int(2 * fract(coord.x) + 4 * fract(coord.y))]";
+      sample_map = ctx->Const.SampleMap4x;
+      break;
+   case 8:
+      sample_number =  "sample_map[int(2 * fract(coord.x) + 8 * fract(coord.y))]";
+      sample_map = ctx->Const.SampleMap8x;
+      break;
+   default:
+      sample_number = NULL;
+      sample_map = NULL;
+      _mesa_problem(ctx, "Unsupported sample count %d\n", samples);
+      unreachable("Unsupported sample count");
+   }
+
+   /* Create sample map string. */
+   for (i = 0 ; i < samples - 1; i++) {
+      ralloc_asprintf_append(&sample_map_str, "%d, ", sample_map[i]);
+   }
+   ralloc_asprintf_append(&sample_map_str, "%d", sample_map[samples - 1]);
+
+   /* Create sample map expression using above string. */
+   ralloc_asprintf_append(&sample_map_expr,
+                          "   const int sample_map[%d] = int[%d](%s);\n",
+                          samples, samples, sample_map_str);
+
+   if (target == GL_TEXTURE_2D_MULTISAMPLE) {
+      ralloc_asprintf_append(&texel_fetch_macro,
+                             "#define TEXEL_FETCH(coord) texelFetch(texSampler, ivec2(coord), %s);\n",
+                             sample_number);
+   } else {
+      ralloc_asprintf_append(&texel_fetch_macro,
+                             "#define TEXEL_FETCH(coord) texelFetch(texSampler, ivec3(coord, layer), %s);\n",
+                             sample_number);
+   }
+
+   static const char vs_source[] =
+                               "#version 130\n"
+                               "in vec2 position;\n"
+                               "in vec3 textureCoords;\n"
+                               "out vec2 texCoords;\n"
+                               "flat out int layer;\n"
+                               "void main()\n"
+                               "{\n"
+                               "   texCoords = textureCoords.xy;\n"
+                               "   layer = int(textureCoords.z);\n"
+                               "   gl_Position = vec4(position, 0.0, 1.0);\n"
+                               "}\n"
+      ;
+
+   fs_source = ralloc_asprintf(mem_ctx,
+                               "#version 130\n"
+                               "#extension GL_ARB_texture_multisample : enable\n"
+                               "uniform sampler2DMS%s texSampler;\n"
+                               "uniform float src_width, src_height;\n"
+                               "in vec2 texCoords;\n"
+                               "flat in int layer;\n"
+                               "out vec4 out_color;\n"
+                               "\n"
+                               "void main()\n"
+                               "{\n"
+                               "%s"
+                               "   vec2 interp;\n"
+                               "   const vec2 scale = vec2(2.0f, %ff);\n"
+                               "   const vec2 scale_inv = vec2(0.5f, %ff);\n"
+                               "   const vec2 s_0_offset = vec2(0.25f, %ff);\n"
+                               "   vec2 s_0_coord, s_1_coord, s_2_coord, s_3_coord;\n"
+                               "   vec4 s_0_color, s_1_color, s_2_color, s_3_color;\n"
+                               "   vec4 x_0_color, x_1_color;\n"
+                               "   vec2 tex_coord = texCoords - s_0_offset;\n"
+                               "\n"
+                               "   tex_coord *= scale;\n"
+                               "   tex_coord.x = clamp(tex_coord.x, 0.0f, scale.x * src_width - 1.0f);\n"
+                               "   tex_coord.y = clamp(tex_coord.y, 0.0f, scale.y * src_height - 1.0f);\n"
+                               "   interp = fract(tex_coord);\n"
+                               "   tex_coord = ivec2(tex_coord) * scale_inv;\n"
+                               "\n"
+                               "   /* Compute the sample coordinates used for filtering. */\n"
+                               "   s_0_coord = tex_coord;\n"
+                               "   s_1_coord = tex_coord + vec2(scale_inv.x, 0.0f);\n"
+                               "   s_2_coord = tex_coord + vec2(0.0f, scale_inv.y);\n"
+                               "   s_3_coord = tex_coord + vec2(scale_inv.x, scale_inv.y);\n"
+                               "\n"
+                               "   /* Fetch sample color values. */\n"
+                               "%s"
+                               "   s_0_color = TEXEL_FETCH(s_0_coord)\n"
+                               "   s_1_color = TEXEL_FETCH(s_1_coord)\n"
+                               "   s_2_color = TEXEL_FETCH(s_2_coord)\n"
+                               "   s_3_color = TEXEL_FETCH(s_3_coord)\n"
+                               "#undef TEXEL_FETCH\n"
+                               "\n"
+                               "   /* Do bilinear filtering on sample colors. */\n"
+                               "   x_0_color =  mix(s_0_color, s_1_color, interp.x);\n"
+                               "   x_1_color =  mix(s_2_color, s_3_color, interp.x);\n"
+                               "   out_color = mix(x_0_color, x_1_color, interp.y);\n"
+                               "}\n",
+                               sampler_array_suffix,
+                               sample_map_expr,
+                               y_scale,
+                               1.0f / y_scale,
+                               1.0f / samples,
+                               texel_fetch_macro);
+
+   _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source, name,
+                                       &blit->msaa_shaders[shader_index]);
+   loc_src_width =
+      _mesa_GetUniformLocation(blit->msaa_shaders[shader_index], "src_width");
+   loc_src_height =
+      _mesa_GetUniformLocation(blit->msaa_shaders[shader_index], "src_height");
+   _mesa_Uniform1f(loc_src_width, src_rb->Width);
+   _mesa_Uniform1f(loc_src_height, src_rb->Height);
 
-   _mesa_GenProgramsARB(1, &blit->DepthFP);
-   _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP);
-   _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
-                          strlen(program2), (const GLubyte *) program2);
+   ralloc_free(mem_ctx);
 }
 
 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;
-   GLuint vs, fs;
    void *mem_ctx;
    enum blit_msaa_shader shader_index;
-   const char *samplers[] = {
-      [BLIT_MSAA_SHADER_2D_MULTISAMPLE] = "sampler2DMS",
-   };
+   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 && _mesa_is_pow_two(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:
-      if (src_rb->_BaseFormat == GL_DEPTH_COMPONENT ||
-          src_rb->_BaseFormat == GL_DEPTH_STENCIL) {
-         shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH;
+   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 {
-         shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE;
+         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, "Unkown texture target %s\n",
-                    _mesa_lookup_enum_by_nr(target));
-      shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE;
+                    _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]) {
@@ -118,133 +343,207 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
 
    mem_ctx = ralloc_context(NULL);
 
-   if (shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH) {
-      /* 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.
-       */
+   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 *arb_sample_shading_extension_string;
+
+      if (dst_is_msaa) {
+         arb_sample_shading_extension_string = "#extension GL_ARB_sample_shading : enable";
+         sample_index = "gl_SampleID";
+         name = "depth MSAA copy";
+      } else {
+         /* Don't need that extension, since we're drawing to a single-sampled
+          * destination.
+          */
+         arb_sample_shading_extension_string = "";
+         /* 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"
                                   "in vec2 position;\n"
-                                  "in vec2 textureCoords;\n"
-                                  "out vec2 texCoords;\n"
+                                  "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");
+                                  "}\n",
+                                  texcoord_type,
+                                  texcoord_type);
       fs_source = ralloc_asprintf(mem_ctx,
                                   "#version 130\n"
                                   "#extension GL_ARB_texture_multisample : enable\n"
-                                  "uniform sampler2DMS texSampler;\n"
-                                  "in vec2 texCoords;\n"
+                                  "%s\n"
+                                  "uniform sampler2DMS%s texSampler;\n"
+                                  "in %s texCoords;\n"
                                   "out vec4 out_color;\n"
                                   "\n"
                                   "void main()\n"
                                   "{\n"
-                                  "   gl_FragDepth = texelFetch(texSampler, ivec2(texCoords), 0).r;\n"
-                                  "}\n");
-   } else if (shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE) {
-      char *sample_resolve;
+                                  "   gl_FragDepth = texelFetch(texSampler, i%s(texCoords), %s).r;\n"
+                                  "}\n",
+                                  arb_sample_shading_extension_string,
+                                  sampler_array_suffix,
+                                  texcoord_type,
+                                  texcoord_type,
+                                  sample_index);
+   } else {
       /* You can create 2D_MULTISAMPLE textures with 0 sample count (meaning 1
        * sample).  Yes, this is ridiculous.
        */
-      int samples = MAX2(src_rb->NumSamples, 1);
-
-      /* 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((samples & (samples - 1)) == 0);
-      /* Fetch each individual sample. */
-      sample_resolve = rzalloc_size(mem_ctx, 1);
-      for (int i = 0; i < samples; i++) {
-         ralloc_asprintf_append(&sample_resolve,
-                                "   vec4 sample_1_%d = texelFetch(texSampler, ivec2(texCoords), %d);\n",
-                                i, i);
-      }
-      /* Now, merge each pair of samples, then each pair of those merges, etc.
-       */
-      for (int step = 2; step <= samples; step *= 2) {
-         for (int i = 0; i < samples; i += step) {
+      char *sample_resolve;
+      const char *arb_sample_shading_extension_string;
+      const char *merge_function;
+      name = ralloc_asprintf(mem_ctx, "%svec4 MSAA %s",
+                             vec4_prefix,
+                             dst_is_msaa ? "copy" : "resolve");
+
+      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, i%s(texCoords), gl_SampleID);", texcoord_type);
+         merge_function = "";
+      } else {
+         int i;
+         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";
+         } else {
+            /* The divide will happen at the end for floats. */
+            merge_function =
+               "vec4 merge(vec4 a, vec4 b) { return (a + b); }\n";
+         }
+
+         arb_sample_shading_extension_string = "";
+
+         /* 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(_mesa_is_pow_two(samples));
+         /* Fetch each individual sample. */
+         sample_resolve = rzalloc_size(mem_ctx, 1);
+         for (i = 0; i < samples; i++) {
             ralloc_asprintf_append(&sample_resolve,
-                                   "vec4 sample_%d_%d = sample_%d_%d + sample_%d_%d;\n",
-                                   step, i,
-                                   step / 2, i,
-                                   step / 2, i + step / 2);
+                                   "   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. */
-      ralloc_asprintf_append(&sample_resolve,
-                             "   out_color = sample_%d_0 / %f;\n",
-                             samples, (float)samples);
+         /* 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"
                                   "in vec2 position;\n"
-                                  "in vec2 textureCoords;\n"
-                                  "out vec2 texCoords;\n"
+                                  "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");
+                                  "}\n",
+                                  texcoord_type,
+                                  texcoord_type);
       fs_source = ralloc_asprintf(mem_ctx,
                                   "#version 130\n"
                                   "#extension GL_ARB_texture_multisample : enable\n"
-                                  "uniform %s texSampler;\n"
-                                  "in vec2 texCoords;\n"
-                                  "out vec4 out_color;\n"
+                                  "%s\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",
-                                  samplers[shader_index],
+                                  arb_sample_shading_extension_string,
+                                  vec4_prefix,
+                                  vec4_prefix,
+                                  sampler_array_suffix,
+                                  texcoord_type,
+                                  merge_function,
                                   sample_resolve);
    }
 
-   vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source);
-   fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source);
-
-   blit->msaa_shaders[shader_index] = _mesa_CreateProgramObjectARB();
-   _mesa_AttachShader(blit->msaa_shaders[shader_index], fs);
-   _mesa_DeleteObjectARB(fs);
-   _mesa_AttachShader(blit->msaa_shaders[shader_index], vs);
-   _mesa_DeleteObjectARB(vs);
-   _mesa_BindAttribLocation(blit->msaa_shaders[shader_index], 0, "position");
-   _mesa_BindAttribLocation(blit->msaa_shaders[shader_index], 1, "texcoords");
-   _mesa_meta_link_program_with_debug(ctx, blit->msaa_shaders[shader_index]);
-   ralloc_free(mem_ctx);
+   _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source, name,
+                                       &blit->msaa_shaders[shader_index]);
 
-   _mesa_UseProgram(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 target, GLenum filter,
+                            bool is_scaled_blit,
+                            bool do_depth)
 {
+   unsigned texcoord_size;
+   bool is_target_multisample = target == GL_TEXTURE_2D_MULTISAMPLE ||
+                                target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
+   bool is_filter_scaled_resolve = filter == GL_SCALED_RESOLVE_FASTEST_EXT ||
+                                   filter == GL_SCALED_RESOLVE_NICEST_EXT;
+
    /* target = GL_TEXTURE_RECTANGLE is not supported in GLES 3.0 */
    assert(_mesa_is_desktop_gl(ctx) || target == GL_TEXTURE_2D);
 
-   _mesa_meta_setup_vertex_objects(&blit->VAO, &blit->VBO, true, 2, 2, 0);
+   texcoord_size = 2 + (src_rb->Depth > 1 ? 1 : 0);
 
-   if (target == GL_TEXTURE_2D_MULTISAMPLE) {
-      setup_glsl_msaa_blit_shader(ctx, blit, src_rb, target);
+   _mesa_meta_setup_vertex_objects(&blit->VAO, &blit->VBO, true,
+                                   2, texcoord_size, 0);
+
+   if (is_target_multisample && is_filter_scaled_resolve && is_scaled_blit) {
+      setup_glsl_msaa_blit_scaled_shader(ctx, blit, src_rb, target, filter);
+   } else if (is_target_multisample) {
+      setup_glsl_msaa_blit_shader(ctx, blit, drawFb, src_rb, target);
    } else {
-      _mesa_meta_setup_blit_shader(ctx, target, &blit->shaders);
+      _mesa_meta_setup_blit_shader(ctx, target, do_depth,
+                                   do_depth ? &blit->shaders_with_depth
+                                            : &blit->shaders_without_depth);
    }
 }
 
@@ -256,98 +555,108 @@ setup_glsl_blit_framebuffer(struct gl_context *ctx,
  */
 static bool
 blitframebuffer_texture(struct gl_context *ctx,
+                        const struct gl_framebuffer *readFb,
+                        const struct gl_framebuffer *drawFb,
                         GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
                         GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
                         GLenum filter, GLint flipX, GLint flipY,
                         GLboolean glsl_version, GLboolean do_depth)
 {
-   const struct gl_framebuffer *readFb = ctx->ReadBuffer;
    int att_index = do_depth ? BUFFER_DEPTH : readFb->_ColorReadBufferIndex;
    const struct gl_renderbuffer_attachment *readAtt =
       &readFb->Attachment[att_index];
    struct blit_state *blit = &ctx->Meta->Blit;
+   struct fb_tex_blit_state fb_tex_blit;
    const GLint dstX = MIN2(dstX0, dstX1);
    const GLint dstY = MIN2(dstY0, dstY1);
    const GLint dstW = abs(dstX1 - dstX0);
    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;
-   GLint baseLevelSave;
-   GLint maxLevelSave;
    GLenum target;
-   GLuint sampler, samplerSave =
-      ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
-      ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
-   GLuint tempTex = 0;
    struct gl_renderbuffer *rb = readAtt->Renderbuffer;
+   struct temp_texture *meta_temp_texture;
 
    if (rb->NumSamples && !ctx->Extensions.ARB_texture_multisample)
       return false;
 
-   if (filter == GL_SCALED_RESOLVE_FASTEST_EXT ||
-       filter == GL_SCALED_RESOLVE_NICEST_EXT) {
-      filter = GL_LINEAR;
-   }
+   _mesa_meta_fb_tex_blit_begin(ctx, &fb_tex_blit);
 
-   if (readAtt->Texture) {
+   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)) {
       /* If there's a texture attached of a type we can handle, then just use
        * it directly.
        */
       srcLevel = readAtt->TextureLevel;
       texObj = readAtt->Texture;
       target = texObj->Target;
-
-      switch (target) {
-      case GL_TEXTURE_2D:
-      case GL_TEXTURE_RECTANGLE:
-      case GL_TEXTURE_2D_MULTISAMPLE:
-         break;
-      default:
+   } else if (!readAtt->Texture && ctx->Driver.BindRenderbufferTexImage) {
+      if (!_mesa_meta_bind_rb_as_tex_image(ctx, rb, &fb_tex_blit.tempTex,
+                                           &texObj, &target))
          return false;
+
+      srcLevel = 0;
+      if (_mesa_is_winsys_fbo(readFb)) {
+         GLint temp = srcY0;
+         srcY0 = rb->Height - srcY1;
+         srcY1 = rb->Height - temp;
+         flipY = -flipY;
       }
-   } else if (ctx->Driver.BindRenderbufferTexImage) {
-      /* Otherwise, we need the driver to be able to bind a renderbuffer as
-       * a texture image.
+   } else {
+      GLenum tex_base_format;
+      /* Fall back to doing a CopyTexSubImage to get the destination
+       * renderbuffer into a texture.
        */
-      struct gl_texture_image *texImage;
+      if (ctx->Meta->Blit.no_ctsi_fallback)
+         return false;
 
       if (rb->NumSamples > 1)
-         target = GL_TEXTURE_2D_MULTISAMPLE;
-      else
-         target = GL_TEXTURE_2D;
-
-      _mesa_GenTextures(1, &tempTex);
-      _mesa_BindTexture(target, tempTex);
-      srcLevel = 0;
-      texObj = _mesa_lookup_texture(ctx, tempTex);
-      texImage = _mesa_get_tex_image(ctx, texObj, target, srcLevel);
-
-      if (!ctx->Driver.BindRenderbufferTexImage(ctx, rb, texImage)) {
-         _mesa_DeleteTextures(1, &tempTex);
          return false;
+
+      if (do_depth) {
+         meta_temp_texture = _mesa_meta_get_temp_depth_texture(ctx);
+         tex_base_format = GL_DEPTH_COMPONENT;
       } else {
-         if (ctx->Driver.FinishRenderTexture &&
-             !rb->NeedsFinishRenderTexture) {
-            rb->NeedsFinishRenderTexture = true;
-            ctx->Driver.FinishRenderTexture(ctx, rb);
-         }
+         meta_temp_texture = _mesa_meta_get_temp_texture(ctx);
+         tex_base_format =
+            _mesa_base_tex_format(ctx, rb->InternalFormat);
+      }
 
-         if (_mesa_is_winsys_fbo(readFb)) {
-            GLint temp = srcY0;
-            srcY0 = rb->Height - srcY1;
-            srcY1 = rb->Height - temp;
-            flipY = -flipY;
-         }
+      srcLevel = 0;
+      target = meta_temp_texture->Target;
+      texObj = _mesa_lookup_texture(ctx, meta_temp_texture->TexObj);
+      if (texObj == NULL) {
+         return false;
       }
-   } else {
-      return false;
+
+      _mesa_meta_setup_copypix_texture(ctx, meta_temp_texture,
+                                       srcX0, srcY0,
+                                       srcW, srcH,
+                                       tex_base_format,
+                                       filter);
+
+
+      srcX0 = 0;
+      srcY0 = 0;
+      srcX1 = srcW;
+      srcY1 = srcH;
    }
 
-   baseLevelSave = texObj->BaseLevel;
-   maxLevelSave = texObj->MaxLevel;
+   fb_tex_blit.baseLevelSave = texObj->BaseLevel;
+   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, rb, target);
+      setup_glsl_blit_framebuffer(ctx, blit, drawFb, rb, target, filter, scaled_blit,
+                                  do_depth);
    }
    else {
       _mesa_meta_setup_ff_tnl_for_blit(&ctx->Meta->Blit.VAO,
@@ -355,33 +664,43 @@ blitframebuffer_texture(struct gl_context *ctx,
                                        2);
    }
 
-   _mesa_GenSamplers(1, &sampler);
-   _mesa_BindSampler(ctx->Texture.CurrentUnit, sampler);
-
    /*
      printf("Blit from texture!\n");
      printf("  srcAtt %p  dstAtt %p\n", readAtt, drawAtt);
      printf("  srcTex %p  dstText %p\n", texObj, drawAtt->Texture);
    */
 
-   /* Prepare src texture state */
-   _mesa_BindTexture(target, texObj->Name);
-   _mesa_SamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, filter);
-   _mesa_SamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, filter);
-   if (target != GL_TEXTURE_RECTANGLE_ARB) {
-      _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, srcLevel);
-      _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
-   }
-   _mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-   _mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-
-   /* Always do our blits with no sRGB decode or encode.  Note that
-    * GL_FRAMEBUFFER_SRGB has already been disabled by
-    * _mesa_meta_begin().
+   fb_tex_blit.sampler = _mesa_meta_setup_sampler(ctx, texObj, target, filter,
+                                                  srcLevel);
+
+   /* Always do our blits with no net sRGB decode or encode.
+    *
+    * However, if both the src and dst can be srgb decode/encoded, enable them
+    * so that we do any blending (from scaling or from MSAA resolves) in the
+    * right colorspace.
+    *
+    * Our choice of not doing any net encode/decode is from the GL 3.0
+    * specification:
+    *
+    *     "Blit operations bypass the fragment pipeline. The only fragment
+    *      operations which affect a blit are the pixel ownership test and the
+    *      scissor test."
+    *
+    * The GL 4.4 specification disagrees and says that the sRGB part of the
+    * fragment pipeline applies, but this was found to break applications.
     */
    if (ctx->Extensions.EXT_texture_sRGB_decode) {
-      _mesa_SamplerParameteri(sampler, GL_TEXTURE_SRGB_DECODE_EXT,
-                              GL_SKIP_DECODE_EXT);
+      if (_mesa_get_format_color_encoding(rb->Format) == GL_SRGB &&
+          drawFb->Visual.sRGBCapable) {
+         _mesa_SamplerParameteri(fb_tex_blit.sampler,
+                                 GL_TEXTURE_SRGB_DECODE_EXT, GL_DECODE_EXT);
+         _mesa_set_framebuffer_srgb(ctx, GL_TRUE);
+      } else {
+         _mesa_SamplerParameteri(fb_tex_blit.sampler,
+                                 GL_TEXTURE_SRGB_DECODE_EXT,
+                                 GL_SKIP_DECODE_EXT);
+         /* set_framebuffer_srgb was set by _mesa_meta_begin(). */
+      }
    }
 
    if (!glsl_version) {
@@ -396,7 +715,7 @@ blitframebuffer_texture(struct gl_context *ctx,
 
       if (target == GL_TEXTURE_2D) {
          const struct gl_texture_image *texImage
-            = _mesa_select_tex_image(ctx, texObj, target, srcLevel);
+            = _mesa_select_tex_image(texObj, target, srcLevel);
          s0 = srcX0 / (float) texImage->Width;
          s1 = srcX1 / (float) texImage->Width;
          t0 = srcY0 / (float) texImage->Height;
@@ -404,7 +723,8 @@ blitframebuffer_texture(struct gl_context *ctx,
       }
       else {
          assert(target == GL_TEXTURE_RECTANGLE_ARB ||
-                target == GL_TEXTURE_2D_MULTISAMPLE);
+                target == GL_TEXTURE_2D_MULTISAMPLE ||
+                target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY);
          s0 = (float) srcX0;
          s1 = (float) srcX1;
          t0 = (float) srcY0;
@@ -426,12 +746,16 @@ blitframebuffer_texture(struct gl_context *ctx,
 
       verts[0].tex[0] = s0;
       verts[0].tex[1] = t0;
+      verts[0].tex[2] = readAtt->Zoffset;
       verts[1].tex[0] = s1;
       verts[1].tex[1] = t0;
+      verts[1].tex[2] = readAtt->Zoffset;
       verts[2].tex[0] = s1;
       verts[2].tex[1] = t1;
+      verts[2].tex[2] = readAtt->Zoffset;
       verts[3].tex[0] = s0;
       verts[3].tex[1] = t1;
+      verts[3].tex[2] = readAtt->Zoffset;
 
       _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
    }
@@ -444,219 +768,197 @@ blitframebuffer_texture(struct gl_context *ctx,
    _mesa_DepthFunc(GL_ALWAYS);
 
    _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
+   _mesa_meta_fb_tex_blit_end(ctx, target, &fb_tex_blit);
+
+   return true;
+}
 
+void
+_mesa_meta_fb_tex_blit_begin(const struct gl_context *ctx,
+                             struct fb_tex_blit_state *blit)
+{
+   blit->samplerSave =
+      ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
+      ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
+   blit->tempTex = 0;
+}
+
+void
+_mesa_meta_fb_tex_blit_end(struct gl_context *ctx, GLenum target,
+                           struct fb_tex_blit_state *blit)
+{
    /* Restore texture object state, the texture binding will
     * be restored by _mesa_meta_end().
     */
    if (target != GL_TEXTURE_RECTANGLE_ARB) {
-      _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
-      _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
+      _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, blit->baseLevelSave);
+      _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, blit->maxLevelSave);
+
+      if (ctx->Extensions.ARB_stencil_texturing) {
+         const struct gl_texture_object *texObj =
+            _mesa_get_current_tex_object(ctx, target);
+
+         if (texObj->StencilSampling != blit->stencilSamplingSave)
+            _mesa_TexParameteri(target, GL_DEPTH_STENCIL_TEXTURE_MODE,
+                                blit->stencilSamplingSave ?
+                                   GL_STENCIL_INDEX : GL_DEPTH_COMPONENT);
+      }
+   }
+
+   _mesa_BindSampler(ctx->Texture.CurrentUnit, blit->samplerSave);
+   _mesa_DeleteSamplers(1, &blit->sampler);
+   if (blit->tempTex)
+      _mesa_DeleteTextures(1, &blit->tempTex);
+}
+
+GLboolean
+_mesa_meta_bind_rb_as_tex_image(struct gl_context *ctx,
+                                struct gl_renderbuffer *rb,
+                                GLuint *tex,
+                                struct gl_texture_object **texObj,
+                                GLenum *target)
+{
+   struct gl_texture_image *texImage;
+   GLuint tempTex;
+
+   if (rb->NumSamples > 1)
+      *target = GL_TEXTURE_2D_MULTISAMPLE;
+   else
+      *target = GL_TEXTURE_2D;
+
+   tempTex = 0;
+   _mesa_GenTextures(1, &tempTex);
+   if (tempTex == 0)
+      return false;
+
+   *tex = tempTex;
+
+   _mesa_BindTexture(*target, *tex);
+   *texObj = _mesa_lookup_texture(ctx, *tex);
+   texImage = _mesa_get_tex_image(ctx, *texObj, *target, 0);
+
+   if (!ctx->Driver.BindRenderbufferTexImage(ctx, rb, texImage)) {
+      _mesa_DeleteTextures(1, tex);
+      return false;
    }
 
-   _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
-   _mesa_DeleteSamplers(1, &sampler);
-   if (tempTex)
-      _mesa_DeleteTextures(1, &tempTex);
+   if (ctx->Driver.FinishRenderTexture && !rb->NeedsFinishRenderTexture) {
+      rb->NeedsFinishRenderTexture = true;
+      ctx->Driver.FinishRenderTexture(ctx, rb);
+   }
 
    return true;
 }
 
+GLuint
+_mesa_meta_setup_sampler(struct gl_context *ctx,
+                         const struct gl_texture_object *texObj,
+                         GLenum target, GLenum filter, GLuint srcLevel)
+{
+   GLuint sampler;
+   GLenum tex_filter = (filter == GL_SCALED_RESOLVE_FASTEST_EXT ||
+                        filter == GL_SCALED_RESOLVE_NICEST_EXT) ?
+                       GL_NEAREST : filter;
+
+   _mesa_GenSamplers(1, &sampler);
+   _mesa_BindSampler(ctx->Texture.CurrentUnit, sampler);
+
+   /* Prepare src texture state */
+   _mesa_BindTexture(target, texObj->Name);
+   _mesa_SamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, tex_filter);
+   _mesa_SamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, tex_filter);
+   if (target != GL_TEXTURE_RECTANGLE_ARB) {
+      _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, srcLevel);
+      _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
+   }
+   _mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+   _mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+   return sampler;
+}
+
 /**
  * Meta implementation of ctx->Driver.BlitFramebuffer() in terms
  * of texture mapping and polygon rendering.
  */
-void
+GLbitfield
 _mesa_meta_BlitFramebuffer(struct gl_context *ctx,
+                           const struct gl_framebuffer *readFb,
+                           const struct gl_framebuffer *drawFb,
                            GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
                            GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
                            GLbitfield mask, GLenum filter)
 {
-   struct blit_state *blit = &ctx->Meta->Blit;
-   struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
-   struct temp_texture *depthTex = _mesa_meta_get_temp_depth_texture(ctx);
-   const GLsizei maxTexSize = tex->MaxSize;
-   const GLint srcX = MIN2(srcX0, srcX1);
-   const GLint srcY = MIN2(srcY0, srcY1);
-   const GLint srcW = abs(srcX1 - srcX0);
-   const GLint srcH = abs(srcY1 - srcY0);
-   const GLint dstX = MIN2(dstX0, dstX1);
-   const GLint dstY = MIN2(dstY0, dstY1);
    const GLint dstW = abs(dstX1 - dstX0);
    const GLint dstH = abs(dstY1 - dstY0);
-   const GLint srcFlipX = (srcX1 - srcX0) / srcW;
-   const GLint srcFlipY = (srcY1 - srcY0) / srcH;
    const GLint dstFlipX = (dstX1 - dstX0) / dstW;
    const GLint dstFlipY = (dstY1 - dstY0) / dstH;
-   const GLint flipX = srcFlipX * dstFlipX;
-   const GLint flipY = srcFlipY * dstFlipY;
 
-   struct vertex verts[4];
-   GLboolean newTex;
-   const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
-                                      ctx->Extensions.ARB_fragment_shader &&
-                                      (ctx->API != API_OPENGLES);
+   struct {
+      GLint srcX0, srcY0, srcX1, srcY1;
+      GLint dstX0, dstY0, dstX1, dstY1;
+   } clip = {
+      srcX0, srcY0, srcX1, srcY1,
+      dstX0, dstY0, dstX1, dstY1
+   };
 
-   /* In addition to falling back if the blit size is larger than the maximum
-    * texture size, fallback if the source is multisampled.  This fallback can
-    * be removed once Mesa gets support ARB_texture_multisample.
-    */
-   if (srcW > maxTexSize || srcH > maxTexSize) {
-      /* XXX avoid this fallback */
-      goto fallback;
-   }
+   const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
+                                      ctx->Extensions.ARB_fragment_shader;
 
    /* Multisample texture blit support requires texture multisample. */
-   if (ctx->ReadBuffer->Visual.samples > 0 &&
+   if (readFb->Visual.samples > 0 &&
        !ctx->Extensions.ARB_texture_multisample) {
-      goto fallback;
+      return mask;
+   }
+
+   /* Clip a copy of the blit coordinates. If these differ from the input
+    * coordinates, then we'll set the scissor.
+    */
+   if (!_mesa_clip_blit(ctx, readFb, drawFb,
+                        &clip.srcX0, &clip.srcY0, &clip.srcX1, &clip.srcY1,
+                        &clip.dstX0, &clip.dstY0, &clip.dstX1, &clip.dstY1)) {
+      /* clipped/scissored everything away */
+      return 0;
    }
 
-   /* only scissor effects blit so save/clear all other relevant state */
-   _mesa_meta_begin(ctx, ~MESA_META_SCISSOR);
+   /* Only scissor affects blit, but we're doing to set a custom scissor if
+    * necessary anyway, so save/clear state.
+    */
+   _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
+
+   /* Dithering shouldn't be performed for glBlitFramebuffer */
+   _mesa_set_enable(ctx, GL_DITHER, GL_FALSE);
+
+   /* If the clipping earlier changed the destination rect at all, then
+    * enable the scissor to clip to it.
+    */
+   if (clip.dstX0 != dstX0 || clip.dstY0 != dstY0 ||
+       clip.dstX1 != dstX1 || clip.dstY1 != dstY1) {
+      _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_TRUE);
+      _mesa_Scissor(MIN2(clip.dstX0, clip.dstX1),
+                    MIN2(clip.dstY0, clip.dstY1),
+                    abs(clip.dstX0 - clip.dstX1),
+                    abs(clip.dstY0 - clip.dstY1));
+   }
 
    /* Try faster, direct texture approach first */
    if (mask & GL_COLOR_BUFFER_BIT) {
-      if (blitframebuffer_texture(ctx, srcX0, srcY0, srcX1, srcY1,
+      if (blitframebuffer_texture(ctx, readFb, drawFb,
+                                  srcX0, srcY0, srcX1, srcY1,
                                   dstX0, dstY0, dstX1, dstY1,
                                   filter, dstFlipX, dstFlipY,
                                   use_glsl_version, false)) {
          mask &= ~GL_COLOR_BUFFER_BIT;
-         if (mask == 0x0) {
-            _mesa_meta_end(ctx);
-            return;
-         }
       }
    }
 
    if (mask & GL_DEPTH_BUFFER_BIT && use_glsl_version) {
-      if (blitframebuffer_texture(ctx, srcX0, srcY0, srcX1, srcY1,
+      if (blitframebuffer_texture(ctx, readFb, drawFb,
+                                  srcX0, srcY0, srcX1, srcY1,
                                   dstX0, dstY0, dstX1, dstY1,
                                   filter, dstFlipX, dstFlipY,
                                   use_glsl_version, true)) {
          mask &= ~GL_DEPTH_BUFFER_BIT;
-         if (mask == 0x0) {
-            _mesa_meta_end(ctx);
-            return;
-         }
-      }
-   }
-
-   /* Choose between glsl version and fixed function version of
-    * BlitFramebuffer function.
-    */
-   if (use_glsl_version) {
-      setup_glsl_blit_framebuffer(ctx, blit, NULL, tex->Target);
-   }
-   else {
-      _mesa_meta_setup_ff_tnl_for_blit(&blit->VAO, &blit->VBO, 2);
-   }
-
-   /* Silence valgrind warnings about reading uninitialized stack. */
-   memset(verts, 0, sizeof(verts));
-
-   /* Continue with "normal" approach which involves copying the src rect
-    * into a temporary texture and is "blitted" by drawing a textured quad.
-    */
-   {
-      /* setup vertex positions */
-      verts[0].x = -1.0F * flipX;
-      verts[0].y = -1.0F * flipY;
-      verts[1].x =  1.0F * flipX;
-      verts[1].y = -1.0F * flipY;
-      verts[2].x =  1.0F * flipX;
-      verts[2].y =  1.0F * flipY;
-      verts[3].x = -1.0F * flipX;
-      verts[3].y =  1.0F * flipY;
-
-   }
-
-   if (!use_glsl_version)
-      _mesa_set_enable(ctx, tex->Target, GL_TRUE);
-
-   if (mask & GL_COLOR_BUFFER_BIT) {
-      const struct gl_framebuffer *readFb = ctx->ReadBuffer;
-      const struct gl_renderbuffer *colorReadRb = readFb->_ColorReadBuffer;
-      const GLenum rb_base_format =
-         _mesa_base_tex_format(ctx, colorReadRb->InternalFormat);
-
-      /* Using  the exact source rectangle to create the texture does incorrect
-       * linear filtering along the edges. So, allocate the texture extended along
-       * edges by one pixel in x, y directions.
-       */
-      _mesa_meta_setup_copypix_texture(ctx, tex,
-                                       srcX - 1, srcY - 1, srcW + 2, srcH + 2,
-                                       rb_base_format, filter);
-      /* texcoords (after texture allocation!) */
-      {
-         verts[0].tex[0] = 1.0F;
-         verts[0].tex[1] = 1.0F;
-         verts[1].tex[0] = tex->Sright - 1.0F;
-         verts[1].tex[1] = 1.0F;
-         verts[2].tex[0] = tex->Sright - 1.0F;
-         verts[2].tex[1] = tex->Ttop - 1.0F;
-         verts[3].tex[0] = 1.0F;
-         verts[3].tex[1] = tex->Ttop - 1.0F;
-
-         /* upload new vertex data */
-         _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
-      }
-
-      _mesa_set_viewport(ctx, 0, dstX, dstY, dstW, dstH);
-      _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
-      _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
-      _mesa_DepthMask(GL_FALSE);
-      _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
-      mask &= ~GL_COLOR_BUFFER_BIT;
-   }
-
-   if ((mask & GL_DEPTH_BUFFER_BIT) &&
-       _mesa_is_desktop_gl(ctx) &&
-       ctx->Extensions.ARB_depth_texture &&
-       ctx->Extensions.ARB_fragment_program) {
-
-      GLuint *tmp = malloc(srcW * srcH * sizeof(GLuint));
-
-      if (tmp) {
-
-         newTex = _mesa_meta_alloc_texture(depthTex, srcW, srcH,
-                                           GL_DEPTH_COMPONENT);
-         _mesa_ReadPixels(srcX, srcY, srcW, srcH, GL_DEPTH_COMPONENT,
-                          GL_UNSIGNED_INT, tmp);
-         _mesa_meta_setup_drawpix_texture(ctx, depthTex, newTex,
-                                          srcW, srcH, GL_DEPTH_COMPONENT,
-                                          GL_UNSIGNED_INT, tmp);
-
-         /* texcoords (after texture allocation!) */
-         {
-            verts[0].tex[0] = 0.0F;
-            verts[0].tex[1] = 0.0F;
-            verts[1].tex[0] = depthTex->Sright;
-            verts[1].tex[1] = 0.0F;
-            verts[2].tex[0] = depthTex->Sright;
-            verts[2].tex[1] = depthTex->Ttop;
-            verts[3].tex[0] = 0.0F;
-            verts[3].tex[1] = depthTex->Ttop;
-
-            /* upload new vertex data */
-            _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
-         }
-
-         if (!blit->DepthFP)
-            init_blit_depth_pixels(ctx);
-
-         _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP);
-         _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
-         _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
-         _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
-         _mesa_DepthFunc(GL_ALWAYS);
-         _mesa_DepthMask(GL_TRUE);
-
-         _mesa_set_viewport(ctx, 0, dstX, dstY, dstW, dstH);
-         _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
-         _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
-         mask &= ~GL_DEPTH_BUFFER_BIT;
-
-         free(tmp);
       }
    }
 
@@ -664,16 +966,9 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx,
       /* XXX can't easily do stencil */
    }
 
-   if (!use_glsl_version)
-      _mesa_set_enable(ctx, tex->Target, GL_FALSE);
-
    _mesa_meta_end(ctx);
 
-fallback:
-   if (mask) {
-      _swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1,
-                              dstX0, dstY0, dstX1, dstY1, mask, filter);
-   }
+   return mask;
 }
 
 void
@@ -685,13 +980,33 @@ _mesa_meta_glsl_blit_cleanup(struct blit_state *blit)
       _mesa_DeleteBuffers(1, &blit->VBO);
       blit->VBO = 0;
    }
-   if (blit->DepthFP) {
-      _mesa_DeleteProgramsARB(1, &blit->DepthFP);
-      blit->DepthFP = 0;
-   }
 
-   _mesa_meta_blit_shader_table_cleanup(&blit->shaders);
+   _mesa_meta_blit_shader_table_cleanup(&blit->shaders_with_depth);
+   _mesa_meta_blit_shader_table_cleanup(&blit->shaders_without_depth);
 
    _mesa_DeleteTextures(1, &blit->depthTex.TexObj);
    blit->depthTex.TexObj = 0;
 }
+
+void
+_mesa_meta_and_swrast_BlitFramebuffer(struct gl_context *ctx,
+                                      struct gl_framebuffer *readFb,
+                                      struct gl_framebuffer *drawFb,
+                                      GLint srcX0, GLint srcY0,
+                                      GLint srcX1, GLint srcY1,
+                                      GLint dstX0, GLint dstY0,
+                                      GLint dstX1, GLint dstY1,
+                                      GLbitfield mask, GLenum filter)
+{
+   mask = _mesa_meta_BlitFramebuffer(ctx, readFb, drawFb,
+                                     srcX0, srcY0, srcX1, srcY1,
+                                     dstX0, dstY0, dstX1, dstY1,
+                                     mask, filter);
+   if (mask == 0x0)
+      return;
+
+   _swrast_BlitFramebuffer(ctx, readFb, drawFb,
+                           srcX0, srcY0, srcX1, srcY1,
+                           dstX0, dstY0, dstX1, dstY1,
+                           mask, filter);
+}