i965: Unify CC_STATE and BLEND_STATE atoms on Haswell as a workaround
[mesa.git] / src / mesa / drivers / common / meta_blit.c
index 496ce4588249653752ccfff35355b407c034abe0..fec4db3af5ce1515b7fbab94feb0403c373f06f5 100644 (file)
@@ -59,7 +59,7 @@ static void
 setup_glsl_msaa_blit_scaled_shader(struct gl_context *ctx,
                                    struct blit_state *blit,
                                    struct gl_renderbuffer *src_rb,
-                                   GLenum target, GLenum filter)
+                                   GLenum target)
 {
    GLint loc_src_width, loc_src_height;
    int i, samples;
@@ -105,12 +105,12 @@ setup_glsl_msaa_blit_scaled_shader(struct gl_context *ctx,
    }
 
    if (blit->msaa_shaders[shader_index]) {
-      _mesa_UseProgram(blit->msaa_shaders[shader_index]);
+      _mesa_meta_use_program(ctx, blit->msaa_shaders[shader_index]);
       /* Update the uniform values. */
       loc_src_width =
-         _mesa_GetUniformLocation(blit->msaa_shaders[shader_index], "src_width");
+         _mesa_program_resource_location(blit->msaa_shaders[shader_index], GL_UNIFORM, "src_width");
       loc_src_height =
-         _mesa_GetUniformLocation(blit->msaa_shaders[shader_index], "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;
@@ -168,8 +168,9 @@ setup_glsl_msaa_blit_scaled_shader(struct gl_context *ctx,
 
    static const char vs_source[] =
                                "#version 130\n"
-                               "in vec2 position;\n"
-                               "in vec3 textureCoords;\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"
@@ -222,8 +223,8 @@ setup_glsl_msaa_blit_scaled_shader(struct gl_context *ctx,
                                "#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"
+                               "   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,
@@ -236,9 +237,9 @@ setup_glsl_msaa_blit_scaled_shader(struct gl_context *ctx,
    _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");
+      _mesa_program_resource_location(blit->msaa_shaders[shader_index], GL_UNIFORM, "src_width");
    loc_src_height =
-      _mesa_GetUniformLocation(blit->msaa_shaders[shader_index], "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);
 
@@ -325,7 +326,7 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
       }
       break;
    default:
-      _mesa_problem(ctx, "Unkown texture target %s\n",
+      _mesa_problem(ctx, "Unknown texture target %s\n",
                     _mesa_enum_to_string(target));
       shader_index = BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE;
    }
@@ -346,7 +347,7 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
    }
 
    if (blit->msaa_shaders[shader_index]) {
-      _mesa_UseProgram(blit->msaa_shaders[shader_index]);
+      _mesa_meta_use_program(ctx, blit->msaa_shaders[shader_index]);
       return;
    }
 
@@ -357,10 +358,16 @@ 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 *tex_coords = "texCoords";
 
       if (dst_is_msaa) {
          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 {
          /* From the GL 4.3 spec:
           *
@@ -378,8 +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"
@@ -392,17 +400,19 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
                                   "#version 130\n"
                                   "#extension GL_ARB_texture_multisample : enable\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",
                                   sampler_array_suffix,
                                   texcoord_type,
                                   texcoord_type,
+                                  tex_coords,
                                   sample_index);
    } else {
       /* You can create 2D_MULTISAMPLE textures with 0 sample count (meaning 1
@@ -415,15 +425,50 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
                              dst_is_msaa ? "copy" : "resolve");
 
       if (dst_is_msaa) {
-         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 =
@@ -472,8 +517,9 @@ 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"
@@ -486,6 +532,7 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
                                   "#version 130\n"
                                   "#extension GL_ARB_texture_multisample : enable\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"
@@ -530,11 +577,11 @@ setup_glsl_blit_framebuffer(struct gl_context *ctx,
 
    texcoord_size = 2 + (src_rb->Depth > 1 ? 1 : 0);
 
-   _mesa_meta_setup_vertex_objects(&blit->VAO, &blit->VBO, true,
+   _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, filter);
+      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 {
@@ -592,12 +639,13 @@ blitframebuffer_texture(struct gl_context *ctx,
        */
       srcLevel = readAtt->TextureLevel;
       texObj = readAtt->Texture;
-      target = texObj->Target;
    } else if (!readAtt->Texture && ctx->Driver.BindRenderbufferTexImage) {
-      if (!_mesa_meta_bind_rb_as_tex_image(ctx, rb, &fb_tex_blit.tempTex,
-                                           &texObj, &target))
+      texObj = _mesa_meta_texture_object_from_renderbuffer(ctx, rb);
+      if (texObj == NULL)
          return false;
 
+      fb_tex_blit.temp_tex_obj = texObj;
+
       srcLevel = 0;
       if (_mesa_is_winsys_fbo(readFb)) {
          GLint temp = srcY0;
@@ -626,8 +674,7 @@ blitframebuffer_texture(struct gl_context *ctx,
       }
 
       srcLevel = 0;
-      target = meta_temp_texture->Target;
-      texObj = _mesa_lookup_texture(ctx, meta_temp_texture->TexObj);
+      texObj = meta_temp_texture->tex_obj;
       if (texObj == NULL) {
          return false;
       }
@@ -638,6 +685,7 @@ blitframebuffer_texture(struct gl_context *ctx,
                                        tex_base_format,
                                        filter);
 
+      assert(texObj->Target == meta_temp_texture->Target);
 
       srcX0 = 0;
       srcY0 = 0;
@@ -645,6 +693,8 @@ blitframebuffer_texture(struct gl_context *ctx,
       srcY1 = srcH;
    }
 
+   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;
@@ -656,8 +706,9 @@ blitframebuffer_texture(struct gl_context *ctx,
                                   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);
    }
 
@@ -667,37 +718,34 @@ blitframebuffer_texture(struct gl_context *ctx,
      printf("  srcTex %p  dstText %p\n", texObj, drawAtt->Texture);
    */
 
-   fb_tex_blit.sampler = _mesa_meta_setup_sampler(ctx, texObj, target, filter,
-                                                  srcLevel);
+   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 &&
-          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(). */
-      }
+      /* 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_is_format_srgb(rb->Format);
+
+      _mesa_set_sampler_srgb_decode(ctx, fb_tex_blit.samp_obj,
+                                    decode ? GL_DECODE_EXT
+                                           : GL_SKIP_DECODE_EXT);
    }
 
    if (!glsl_version) {
@@ -754,7 +802,7 @@ blitframebuffer_texture(struct gl_context *ctx,
       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 */
@@ -771,72 +819,83 @@ blitframebuffer_texture(struct gl_context *ctx,
 }
 
 void
-_mesa_meta_fb_tex_blit_begin(const struct gl_context *ctx,
+_mesa_meta_fb_tex_blit_begin(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;
+   /* 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.
+    */
+   blit->samp_obj_save = NULL;
+   _mesa_reference_sampler_object(ctx, &blit->samp_obj_save,
+                                  ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler);
+   blit->temp_tex_obj = NULL;
 }
 
 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, blit->baseLevelSave);
-      _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, blit->maxLevelSave);
+   struct gl_texture_object *const texObj =
+      _mesa_get_current_tex_object(ctx, target);
 
-      if (ctx->Extensions.ARB_stencil_texturing) {
-         const struct gl_texture_object *texObj =
-            _mesa_get_current_tex_object(ctx, target);
+   /* Either there is no temporary texture or the temporary texture is bound. */
+   assert(blit->temp_tex_obj == NULL || blit->temp_tex_obj == texObj);
 
-         if (texObj->StencilSampling != blit->stencilSamplingSave)
-            _mesa_TexParameteri(target, GL_DEPTH_STENCIL_TEXTURE_MODE,
-                                blit->stencilSamplingSave ?
-                                   GL_STENCIL_INDEX : GL_DEPTH_COMPONENT);
+   /* 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->temp_tex_obj == NULL) {
+      /* 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, blit->samplerSave);
-   _mesa_DeleteSamplers(1, &blit->sampler);
-   if (blit->tempTex)
-      _mesa_DeleteTextures(1, &blit->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);
+   _mesa_delete_nameless_texture(ctx, blit->temp_tex_obj);
 }
 
-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_object *
+_mesa_meta_texture_object_from_renderbuffer(struct gl_context *ctx,
+                                            struct gl_renderbuffer *rb)
 {
    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;
+   struct gl_texture_object *texObj;
+   const GLenum target = rb->NumSamples > 1
+      ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D;
 
-   _mesa_BindTexture(*target, *tex);
-   *texObj = _mesa_lookup_texture(ctx, *tex);
-   texImage = _mesa_get_tex_image(ctx, *texObj, *target, 0);
+   texObj = ctx->Driver.NewTextureObject(ctx, 0xDEADBEEF, target);
+   texImage = _mesa_get_tex_image(ctx, texObj, target, 0);
 
    if (!ctx->Driver.BindRenderbufferTexImage(ctx, rb, texImage)) {
-      _mesa_DeleteTextures(1, tex);
-      return false;
+      _mesa_delete_nameless_texture(ctx, texObj);
+      return NULL;
    }
 
    if (ctx->Driver.FinishRenderTexture && !rb->NeedsFinishRenderTexture) {
@@ -844,34 +903,38 @@ _mesa_meta_bind_rb_as_tex_image(struct gl_context *ctx,
       ctx->Driver.FinishRenderTexture(ctx, rb);
    }
 
-   return true;
+   return texObj;
 }
 
-GLuint
+struct gl_sampler_object *
 _mesa_meta_setup_sampler(struct gl_context *ctx,
-                         const struct gl_texture_object *texObj,
+                         struct gl_texture_object *texObj,
                          GLenum target, GLenum filter, GLuint srcLevel)
 {
-   GLuint sampler;
+   struct gl_sampler_object *samp_obj;
    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);
+   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);
-   _mesa_SamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, tex_filter);
-   _mesa_SamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, tex_filter);
+   _mesa_bind_texture(ctx, target, texObj);
    if (target != GL_TEXTURE_RECTANGLE_ARB) {
-      _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, srcLevel);
-      _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
+      _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL,
+                                (GLint *) &srcLevel, false);
+      _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
+                                (GLint *) &srcLevel, false);
    }
-   _mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-   _mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 
-   return sampler;
+   return samp_obj;
 }
 
 /**
@@ -918,10 +981,12 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx,
       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);
@@ -969,20 +1034,21 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx,
 }
 
 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_with_depth);
-   _mesa_meta_blit_shader_table_cleanup(&blit->shaders_without_depth);
+   _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;
+   if (blit->depthTex.tex_obj != NULL) {
+      _mesa_delete_nameless_texture(ctx, blit->depthTex.tex_obj);
+      blit->depthTex.tex_obj = NULL;
+   }
 }
 
 void