#include "util/u_format.h"
-static void
-st_adjust_blit_for_msaa_resolve(struct pipe_blit_info *blit)
-{
- /* Even though we do multisample resolves at the time of the blit, OpenGL
- * specification defines them as if they happen at the time of rendering,
- * which means that the type of averaging we do during the resolve should
- * only depend on the source format; the destination format should be
- * ignored. But, specification doesn't seem to be strict about it.
- *
- * It has been observed that mulitisample resolves produce slightly better
- * looking images when averaging is done using destination format. NVIDIA's
- * proprietary OpenGL driver also follows this approach.
- *
- * When multisampling, if the source and destination formats are equal
- * (aside from the color space), we choose to blit in sRGB space to get
- * this higher quality image.
- */
- if (blit->src.resource->nr_samples > 1 &&
- blit->dst.resource->nr_samples <= 1) {
- blit->dst.format = blit->dst.resource->format;
-
- if (util_format_is_srgb(blit->dst.resource->format))
- blit->src.format = util_format_srgb(blit->src.resource->format);
- else
- blit->src.format = util_format_linear(blit->src.resource->format);
- }
-}
-
static void
st_BlitFramebuffer(struct gl_context *ctx,
struct gl_framebuffer *readFB,
blit.src.box.z = srcAtt->Zoffset + srcAtt->CubeMapFace;
blit.src.format = util_format_linear(srcObj->pt->format);
- st_adjust_blit_for_msaa_resolve(&blit);
-
st->pipe->blit(st->pipe, &blit);
dstRb->defined = true; /* front buffer tracking */
}
blit.src.box.z = srcSurf->u.tex.first_layer;
blit.src.format = util_format_linear(srcSurf->format);
- st_adjust_blit_for_msaa_resolve(&blit);
-
st->pipe->blit(st->pipe, &blit);
dstRb->defined = true; /* front buffer tracking */
}