GLuint vs, fs;
void *mem_ctx;
enum blit_msaa_shader shader_index;
- const char *samplers[] = {
- [BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE] = "sampler2DMS",
- [BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT] = "isampler2DMS",
- [BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT] = "usampler2DMS",
- [BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY] = "sampler2DMS",
- [BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY_INT] = "isampler2DMS",
- [BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY_UINT] = "usampler2DMS",
- };
bool dst_is_msaa = false;
GLenum src_datatype;
const char *vec4_prefix;
"#version 130\n"
"#extension GL_ARB_texture_multisample : enable\n"
"%s\n"
- "uniform %s texSampler;\n"
+ "uniform %ssampler2DMS texSampler;\n"
"in vec2 texCoords;\n"
"out %svec4 out_color;\n"
"\n"
"%s\n" /* sample_resolve */
"}\n",
arb_sample_shading_extension_string,
- samplers[shader_index],
+ vec4_prefix,
vec4_prefix,
merge_function,
sample_resolve);