meta/blit: Don't bind texture in _mesa_meta_bind_rb_as_tex_image
[mesa.git] / src / mesa / drivers / common / meta_blit.c
index 14ecf8f11eda1b2fbb3715cd3953b52ef36414cd..ee485829445bd0b85453d4350275b6e22e5a454b 100644 (file)
 #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))
 
+static void
+setup_glsl_msaa_blit_scaled_shader(struct gl_context *ctx,
+                                   struct blit_state *blit,
+                                   struct gl_renderbuffer *src_rb,
+                                   GLenum target)
+{
+   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 x_scale, y_scale;
+   enum blit_msaa_shader shader_index;
+
+   assert(src_rb);
+   samples = MAX2(src_rb->NumSamples, 1);
+
+   if (samples == 16)
+      x_scale = 4.0;
+   else
+      x_scale = 2.0;
+   y_scale = samples / x_scale;
+
+   /* 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);
+
+   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_meta_use_program(ctx, blit->msaa_shaders[shader_index]);
+      /* Update the uniform values. */
+      loc_src_width =
+         _mesa_program_resource_location(blit->msaa_shaders[shader_index], GL_UNIFORM, "src_width");
+      loc_src_height =
+         _mesa_program_resource_location(blit->msaa_shaders[shader_index], GL_UNIFORM, "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;
+   case 16:
+      sample_number =  "sample_map[int(4 * fract(coord.x) + 16 * fract(coord.y))]";
+      sample_map = ctx->Const.SampleMap16x;
+      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"
+                               "#extension GL_ARB_explicit_attrib_location: enable\n"
+                               "layout(location = 0) in vec2 position;\n"
+                               "layout(location = 1) 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(%ff, %ff);\n"
+                               "   const vec2 scale_inv = vec2(%ff, %ff);\n"
+                               "   const vec2 s_0_offset = vec2(%ff, %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,
+                               x_scale, y_scale,
+                               1.0f / x_scale, 1.0f / y_scale,
+                               0.5f / x_scale, 0.5f / y_scale,
+                               texel_fetch_macro);
+
+   _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source, name,
+                                       &blit->msaa_shaders[shader_index]);
+   loc_src_width =
+      _mesa_program_resource_location(blit->msaa_shaders[shader_index], GL_UNIFORM, "src_width");
+   loc_src_height =
+      _mesa_program_resource_location(blit->msaa_shaders[shader_index], GL_UNIFORM, "src_height");
+   _mesa_Uniform1f(loc_src_width, src_rb->Width);
+   _mesa_Uniform1f(loc_src_height, src_rb->Height);
+
+   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)
 {
@@ -70,17 +263,29 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
    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;
    }
 
-   if (ctx->DrawBuffer->Visual.samples > 1) {
+   /* 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.
@@ -98,8 +303,8 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
    switch (target) {
    case GL_TEXTURE_2D_MULTISAMPLE:
    case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
-      if (src_rb->_BaseFormat == GL_DEPTH_COMPONENT ||
-          src_rb->_BaseFormat == GL_DEPTH_STENCIL) {
+      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
@@ -107,40 +312,42 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
       } else {
          if (dst_is_msaa)
             shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY;
-         else
-            shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE;
+         else {
+            shader_index = BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE +
+                           shader_offset;
+         }
       }
 
       if (target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) {
-         shader_index += (BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE -
-                          BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE);
+         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_RESOLVE;
+      _mesa_problem(ctx, "Unknown texture target %s\n",
+                    _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_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT ==
-                 BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE + 1);
-   STATIC_ASSERT(BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT ==
-                 BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE + 2);
+   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++;
+      shader_index += 5;
       vec4_prefix = "i";
    } else if (src_datatype == GL_UNSIGNED_INT) {
-      shader_index += 2;
+      shader_index += 10;
       vec4_prefix = "u";
    } else {
       vec4_prefix = "";
    }
 
    if (blit->msaa_shaders[shader_index]) {
-      _mesa_UseProgram(blit->msaa_shaders[shader_index]);
+      _mesa_meta_use_program(ctx, blit->msaa_shaders[shader_index]);
       return;
    }
 
@@ -151,17 +358,17 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
        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;
+      const char *tex_coords = "texCoords";
 
       if (dst_is_msaa) {
-         arb_sample_shading_extension_string = "#extension GL_ARB_sample_shading : enable";
          sample_index = "gl_SampleID";
          name = "depth MSAA copy";
+
+         if (ctx->Extensions.ARB_gpu_shader5 && samples >= 16) {
+            /* See comment below for the color copy */
+            tex_coords = "interpolateAtOffset(texCoords, vec2(0.0))";
+         }
       } 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
@@ -178,8 +385,9 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
 
       vs_source = ralloc_asprintf(mem_ctx,
                                   "#version 130\n"
-                                  "in vec2 position;\n"
-                                  "in %s textureCoords;\n"
+                                  "#extension GL_ARB_explicit_attrib_location: enable\n"
+                                  "layout(location = 0) in vec2 position;\n"
+                                  "layout(location = 1) in %s textureCoords;\n"
                                   "out %s texCoords;\n"
                                   "void main()\n"
                                   "{\n"
@@ -191,53 +399,82 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
       fs_source = ralloc_asprintf(mem_ctx,
                                   "#version 130\n"
                                   "#extension GL_ARB_texture_multisample : enable\n"
-                                  "%s\n"
+                                  "#extension GL_ARB_sample_shading : enable\n"
+                                  "#extension GL_ARB_gpu_shader5 : enable\n"
                                   "uniform sampler2DMS%s texSampler;\n"
                                   "in %s texCoords;\n"
                                   "out vec4 out_color;\n"
                                   "\n"
                                   "void main()\n"
                                   "{\n"
-                                  "   gl_FragDepth = texelFetch(texSampler, i%s(texCoords), %s).r;\n"
+                                  "   gl_FragDepth = texelFetch(texSampler, i%s(%s), %s).r;\n"
                                   "}\n",
-                                  arb_sample_shading_extension_string,
                                   sampler_array_suffix,
                                   texcoord_type,
                                   texcoord_type,
+                                  tex_coords,
                                   sample_index);
    } else {
       /* You can create 2D_MULTISAMPLE textures with 0 sample count (meaning 1
        * sample).  Yes, this is ridiculous.
        */
-      int samples;
       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");
 
-      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, i%s(texCoords), gl_SampleID);", texcoord_type);
+         const char *tex_coords;
+
+         if (ctx->Extensions.ARB_gpu_shader5 && samples >= 16) {
+            /* If interpolateAtOffset is available then it will be used to
+             * force the interpolation to the center. This is required at
+             * least on Intel hardware because it is possible to have a sample
+             * position on the 0 x or y axis which means it will lie exactly
+             * on the pixel boundary. If we let the hardware interpolate the
+             * coordinates at one of these positions then it is possible for
+             * it to jump to a neighboring texel when converting to ints due
+             * to rounding errors. This is only done for >= 16x MSAA because
+             * it probably has some overhead. It is more likely that some
+             * hardware will use one of these problematic positions at 16x
+             * MSAA because in that case in D3D they are defined to be at
+             * these positions.
+             */
+            tex_coords = "interpolateAtOffset(texCoords, vec2(0.0))";
+         } else {
+            tex_coords = "texCoords";
+         }
+
+         sample_resolve =
+            ralloc_asprintf(mem_ctx,
+                            "   out_color = texelFetch(texSampler, "
+                            "i%s(%s), gl_SampleID);",
+                            texcoord_type, tex_coords);
+
          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";
+            /* 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 =
                "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
@@ -245,7 +482,7 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
           * (so the floating point exponent just gets increased), rather than
           * doing a naive sum and dividing.
           */
-         assert((samples & (samples - 1)) == 0);
+         assert(_mesa_is_pow_two(samples));
          /* Fetch each individual sample. */
          sample_resolve = rzalloc_size(mem_ctx, 1);
          for (i = 0; i < samples; i++) {
@@ -273,15 +510,16 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
                                    samples);
          } else {
             ralloc_asprintf_append(&sample_resolve,
-                                   "   out_color = sample_%d_0 / %f;\n",
+                                   "   gl_FragColor = sample_%d_0 / %f;\n",
                                    samples, (float)samples);
          }
       }
 
       vs_source = ralloc_asprintf(mem_ctx,
                                   "#version 130\n"
-                                  "in vec2 position;\n"
-                                  "in %s textureCoords;\n"
+                                  "#extension GL_ARB_explicit_attrib_location: enable\n"
+                                  "layout(location = 0) in vec2 position;\n"
+                                  "layout(location = 1) in %s textureCoords;\n"
                                   "out %s texCoords;\n"
                                   "void main()\n"
                                   "{\n"
@@ -293,7 +531,8 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
       fs_source = ralloc_asprintf(mem_ctx,
                                   "#version 130\n"
                                   "#extension GL_ARB_texture_multisample : enable\n"
-                                  "%s\n"
+                                  "#extension GL_ARB_sample_shading : enable\n"
+                                  "#extension GL_ARB_gpu_shader5 : enable\n"
                                   "#define gvec4 %svec4\n"
                                   "uniform %ssampler2DMS%s texSampler;\n"
                                   "in %s texCoords;\n"
@@ -304,7 +543,6 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
                                   "{\n"
                                   "%s\n" /* sample_resolve */
                                   "}\n",
-                                  arb_sample_shading_extension_string,
                                   vec4_prefix,
                                   vec4_prefix,
                                   sampler_array_suffix,
@@ -322,19 +560,34 @@ setup_glsl_msaa_blit_shader(struct gl_context *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 ||
-       target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) {
-      setup_glsl_msaa_blit_shader(ctx, blit, src_rb, target);
+   _mesa_meta_setup_vertex_objects(ctx, &blit->VAO, &blit->buf_obj, 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);
+   } 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);
    }
 }
 
@@ -346,39 +599,35 @@ 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 &&
        (readAtt->Texture->Target == GL_TEXTURE_2D ||
@@ -390,45 +639,22 @@ blitframebuffer_texture(struct gl_context *ctx,
        */
       srcLevel = readAtt->TextureLevel;
       texObj = readAtt->Texture;
-      target = texObj->Target;
    } else if (!readAtt->Texture && ctx->Driver.BindRenderbufferTexImage) {
-      /* Otherwise, we need the driver to be able to bind a renderbuffer as
-       * a texture image.
-       */
-      struct gl_texture_image *texImage;
+      texObj = _mesa_meta_texture_object_from_renderbuffer(ctx, rb);
+      if (texObj == NULL)
+         return false;
 
-      if (rb->NumSamples > 1)
-         target = GL_TEXTURE_2D_MULTISAMPLE;
-      else
-         target = GL_TEXTURE_2D;
+      fb_tex_blit.tempTex = texObj->Name;
 
-      _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;
-      } else {
-         if (ctx->Driver.FinishRenderTexture &&
-             !rb->NeedsFinishRenderTexture) {
-            rb->NeedsFinishRenderTexture = true;
-            ctx->Driver.FinishRenderTexture(ctx, rb);
-         }
-
-         if (_mesa_is_winsys_fbo(readFb)) {
-            GLint temp = srcY0;
-            srcY0 = rb->Height - srcY1;
-            srcY1 = rb->Height - temp;
-            flipY = -flipY;
-         }
+      if (_mesa_is_winsys_fbo(readFb)) {
+         GLint temp = srcY0;
+         srcY0 = rb->Height - srcY1;
+         srcY1 = rb->Height - temp;
+         flipY = -flipY;
       }
    } else {
       GLenum tex_base_format;
-      int srcW = abs(srcY1 - srcY0);
-      int srcH = abs(srcY1 - srcY0);
       /* Fall back to doing a CopyTexSubImage to get the destination
        * renderbuffer into a texture.
        */
@@ -448,8 +674,10 @@ blitframebuffer_texture(struct gl_context *ctx,
       }
 
       srcLevel = 0;
-      target = meta_temp_texture->Target;
       texObj = _mesa_lookup_texture(ctx, meta_temp_texture->TexObj);
+      if (texObj == NULL) {
+         return false;
+      }
 
       _mesa_meta_setup_copypix_texture(ctx, meta_temp_texture,
                                        srcX0, srcY0,
@@ -457,6 +685,7 @@ blitframebuffer_texture(struct gl_context *ctx,
                                        tex_base_format,
                                        filter);
 
+      assert(texObj->Target == meta_temp_texture->Target);
 
       srcX0 = 0;
       srcY0 = 0;
@@ -464,65 +693,60 @@ blitframebuffer_texture(struct gl_context *ctx,
       srcY1 = srcH;
    }
 
-   baseLevelSave = texObj->BaseLevel;
-   maxLevelSave = texObj->MaxLevel;
+   target = texObj->Target;
+   fb_tex_blit.tex_obj = texObj;
+   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,
-                                       &ctx->Meta->Blit.VBO,
+      _mesa_meta_setup_ff_tnl_for_blit(ctx,
+                                       &ctx->Meta->Blit.VAO,
+                                       &ctx->Meta->Blit.buf_obj,
                                        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);
+   fb_tex_blit.samp_obj = _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) {
-      if (_mesa_get_format_color_encoding(rb->Format) == GL_SRGB &&
-          ctx->DrawBuffer->Visual.sRGBCapable) {
-         _mesa_SamplerParameteri(sampler, GL_TEXTURE_SRGB_DECODE_EXT,
-                                 GL_DECODE_EXT);
-         _mesa_set_framebuffer_srgb(ctx, GL_TRUE);
-      } else {
-         _mesa_SamplerParameteri(sampler, GL_TEXTURE_SRGB_DECODE_EXT,
-                                 GL_SKIP_DECODE_EXT);
-         /* set_framebuffer_srgb was set by _mesa_meta_begin(). */
-      }
+      /* The GL 4.4 spec, section 18.3.1 ("Blitting Pixel Rectangles") says:
+       *
+       *    "When values are taken from the read buffer, if FRAMEBUFFER_SRGB
+       *     is enabled and the value of FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING
+       *     for the framebuffer attachment corresponding to the read buffer
+       *     is SRGB (see section 9.2.3), the red, green, and blue components
+       *     are converted from the non-linear sRGB color space according to
+       *     equation 3.24.
+       *
+       *     When values are written to the draw buffers, blit operations
+       *     bypass most of the fragment pipeline.  The only fragment
+       *     operations which affect a blit are the pixel ownership test,
+       *     the scissor test, and sRGB conversion (see section 17.3.9)."
+       *
+       * ES 3.0 contains nearly the exact same text, but omits the part
+       * about GL_FRAMEBUFFER_SRGB as that doesn't exist in ES.  Mesa
+       * defaults it to on for ES contexts, so we can safely check it.
+       */
+      const bool decode =
+         ctx->Color.sRGBEnabled &&
+         _mesa_get_format_color_encoding(rb->Format) == GL_SRGB;
+
+      _mesa_set_sampler_srgb_decode(ctx, fb_tex_blit.samp_obj,
+                                    decode ? GL_DECODE_EXT
+                                           : GL_SKIP_DECODE_EXT);
    }
 
    if (!glsl_version) {
@@ -537,7 +761,7 @@ 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;
@@ -568,14 +792,18 @@ 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);
+      _mesa_buffer_sub_data(ctx, blit->buf_obj, 0, sizeof(verts), verts);
    }
 
    /* setup viewport */
@@ -586,29 +814,148 @@ 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);
 
-   /* Restore texture object state, the texture binding will
-    * be restored by _mesa_meta_end().
+   return true;
+}
+
+void
+_mesa_meta_fb_tex_blit_begin(struct gl_context *ctx,
+                             struct fb_tex_blit_state *blit)
+{
+   /* None of the existing callers preinitialize fb_tex_blit_state to zeros,
+    * and both use stack variables.  If samp_obj_save is not NULL,
+    * _mesa_reference_sampler_object will try to dereference it.  Leaving
+    * random garbage in samp_obj_save can only lead to crashes.
+    *
+    * Since the state isn't persistent across calls, we won't catch ref
+    * counting problems.
     */
-   if (target != GL_TEXTURE_RECTANGLE_ARB) {
-      _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
-      _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
+   blit->samp_obj_save = NULL;
+   _mesa_reference_sampler_object(ctx, &blit->samp_obj_save,
+                                  ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler);
+   blit->tempTex = 0;
+}
+
+void
+_mesa_meta_fb_tex_blit_end(struct gl_context *ctx, GLenum target,
+                           struct fb_tex_blit_state *blit)
+{
+   struct gl_texture_object *const texObj =
+      _mesa_get_current_tex_object(ctx, target);
+
+   /* Either there is no temporary texture or the temporary texture is bound. */
+   assert(blit->tempTex == 0 || texObj->Name == blit->tempTex);
+
+   /* Restore texture object state, the texture binding will be restored by
+    * _mesa_meta_end().  If the texture is the temporary texture that is about
+    * to be destroyed, don't bother restoring its state.
+    */
+   if (blit->tempTex == 0) {
+      /* If the target restricts values for base level or max level, we assume
+       * that the original values were valid.
+       */
+      if (blit->baseLevelSave != texObj->BaseLevel)
+         _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL,
+                                   &blit->baseLevelSave, false);
+
+      if (blit->maxLevelSave != texObj->MaxLevel)
+         _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
+                                   &blit->maxLevelSave, false);
+
+      /* If ARB_stencil_texturing is not supported, the mode won't have changed. */
+      if (texObj->StencilSampling != blit->stencilSamplingSave) {
+         /* GLint so the compiler won't complain about type signedness mismatch
+          * in the call to _mesa_texture_parameteriv below.
+          */
+         const GLint param = blit->stencilSamplingSave ?
+            GL_STENCIL_INDEX : GL_DEPTH_COMPONENT;
+
+         _mesa_texture_parameteriv(ctx, texObj, GL_DEPTH_STENCIL_TEXTURE_MODE,
+                                   &param, false);
+      }
    }
 
-   _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
-   _mesa_DeleteSamplers(1, &sampler);
-   if (tempTex)
+   _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, blit->samp_obj_save);
+   _mesa_reference_sampler_object(ctx, &blit->samp_obj_save, NULL);
+   _mesa_reference_sampler_object(ctx, &blit->samp_obj, NULL);
+
+   if (blit->tempTex)
+      _mesa_DeleteTextures(1, &blit->tempTex);
+}
+
+struct gl_texture_object *
+_mesa_meta_texture_object_from_renderbuffer(struct gl_context *ctx,
+                                            struct gl_renderbuffer *rb)
+{
+   struct gl_texture_image *texImage;
+   struct gl_texture_object *texObj;
+   GLuint tempTex;
+   const GLenum target = rb->NumSamples > 1
+      ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D;
+
+   tempTex = 0;
+   _mesa_CreateTextures(target, 1, &tempTex);
+   if (tempTex == 0)
+      return NULL;
+
+   texObj = _mesa_lookup_texture(ctx, tempTex);
+   texImage = _mesa_get_tex_image(ctx, texObj, target, 0);
+
+   if (!ctx->Driver.BindRenderbufferTexImage(ctx, rb, texImage)) {
       _mesa_DeleteTextures(1, &tempTex);
+      return NULL;
+   }
 
-   return true;
+   if (ctx->Driver.FinishRenderTexture && !rb->NeedsFinishRenderTexture) {
+      rb->NeedsFinishRenderTexture = true;
+      ctx->Driver.FinishRenderTexture(ctx, rb);
+   }
+
+   assert(target == texObj->Target);
+   assert(tempTex == texObj->Name);
+   return texObj;
+}
+
+struct gl_sampler_object *
+_mesa_meta_setup_sampler(struct gl_context *ctx,
+                         struct gl_texture_object *texObj,
+                         GLenum target, GLenum filter, GLuint srcLevel)
+{
+   struct gl_sampler_object *samp_obj;
+   GLenum tex_filter = (filter == GL_SCALED_RESOLVE_FASTEST_EXT ||
+                        filter == GL_SCALED_RESOLVE_NICEST_EXT) ?
+                       GL_NEAREST : filter;
+
+   samp_obj =  ctx->Driver.NewSamplerObject(ctx, 0xDEADBEEF);
+   if (samp_obj == NULL)
+      return NULL;
+
+   _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, samp_obj);
+   _mesa_set_sampler_filters(ctx, samp_obj, tex_filter, tex_filter);
+   _mesa_set_sampler_wrap(ctx, samp_obj, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE,
+                          samp_obj->WrapR);
+
+   /* Prepare src texture state */
+   _mesa_BindTexture(target, texObj->Name);
+   if (target != GL_TEXTURE_RECTANGLE_ARB) {
+      _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL,
+                                (GLint *) &srcLevel, false);
+      _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
+                                (GLint *) &srcLevel, false);
+   }
+
+   return samp_obj;
 }
 
 /**
  * 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)
@@ -630,24 +977,30 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx,
                                       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, &clip.srcX0, &clip.srcY0, &clip.srcX1, &clip.srcY1,
+   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;
+      return 0;
    }
 
-   /* Only scissor affects blit, but we're doing to set a custom scissor if
-    * necessary anyway, so save/clear state.
+   /* Only scissor and FRAMEBUFFER_SRGB affect blit.  Leave sRGB alone, but
+    * save restore scissor as we'll set a custom scissor if necessary.
     */
-   _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
+   _mesa_meta_begin(ctx, MESA_META_ALL &
+                         ~(MESA_META_DRAW_BUFFERS |
+                           MESA_META_FRAMEBUFFER_SRGB));
+
+   /* 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.
@@ -663,28 +1016,22 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx,
 
    /* 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;
-         }
       }
    }
 
@@ -694,25 +1041,44 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx,
 
    _mesa_meta_end(ctx);
 
-fallback:
-   if (mask) {
-      _swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1,
-                              dstX0, dstY0, dstX1, dstY1, mask, filter);
-   }
+   return mask;
 }
 
 void
-_mesa_meta_glsl_blit_cleanup(struct blit_state *blit)
+_mesa_meta_glsl_blit_cleanup(struct gl_context *ctx, struct blit_state *blit)
 {
    if (blit->VAO) {
       _mesa_DeleteVertexArrays(1, &blit->VAO);
       blit->VAO = 0;
-      _mesa_DeleteBuffers(1, &blit->VBO);
-      blit->VBO = 0;
+      _mesa_reference_buffer_object(ctx, &blit->buf_obj, NULL);
    }
 
-   _mesa_meta_blit_shader_table_cleanup(&blit->shaders);
+   _mesa_meta_blit_shader_table_cleanup(ctx, &blit->shaders_with_depth);
+   _mesa_meta_blit_shader_table_cleanup(ctx, &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);
+}