/* FS which outputs an average of all samples. */
void *fs_resolve[PIPE_MAX_TEXTURE_TYPES][NUM_RESOLVE_FRAG_SHADERS][2];
- void *fs_resolve_sint[PIPE_MAX_TEXTURE_TYPES][NUM_RESOLVE_FRAG_SHADERS][2];
- void *fs_resolve_uint[PIPE_MAX_TEXTURE_TYPES][NUM_RESOLVE_FRAG_SHADERS][2];
/* Blend state. */
void *blend[PIPE_MASK_RGBA+1][2]; /**< blend state with writemask */
for (f = 0; f < 2; f++)
if (ctx->fs_resolve[i][j][f])
ctx->delete_fs_state(pipe, ctx->fs_resolve[i][j][f]);
-
- for (j = 0; j< ARRAY_SIZE(ctx->fs_resolve_sint[i]); j++)
- for (f = 0; f < 2; f++)
- if (ctx->fs_resolve_sint[i][j][f])
- ctx->delete_fs_state(pipe, ctx->fs_resolve_sint[i][j][f]);
-
- for (j = 0; j< ARRAY_SIZE(ctx->fs_resolve_uint[i]); j++)
- for (f = 0; f < 2; f++)
- if (ctx->fs_resolve_uint[i][j][f])
- ctx->delete_fs_state(pipe, ctx->fs_resolve_uint[i][j][f]);
}
if (ctx->fs_empty)
if (src_nr_samples > 1) {
void **shader;
- if (dst_nr_samples <= 1) {
+ /* OpenGL requires that integer textures just copy 1 sample instead
+ * of averaging.
+ */
+ if (dst_nr_samples <= 1 &&
+ stype != TGSI_RETURN_TYPE_UINT &&
+ stype != TGSI_RETURN_TYPE_SINT) {
/* The destination has one sample, so we'll do color resolve. */
unsigned index = GET_MSAA_RESOLVE_FS_IDX(src_nr_samples);
assert(filter < 2);
- if (stype == TGSI_RETURN_TYPE_UINT)
- shader = &ctx->fs_resolve_uint[target][index][filter];
- else if (stype == TGSI_RETURN_TYPE_SINT)
- shader = &ctx->fs_resolve_sint[target][index][filter];
- else
- shader = &ctx->fs_resolve[target][index][filter];
+ shader = &ctx->fs_resolve[target][index][filter];
if (!*shader) {
assert(!ctx->cached_all_shaders);