From adc633627349d44c3e5495c442a16b0129c00989 Mon Sep 17 00:00:00 2001 From: Ian Romanick Date: Thu, 15 Jun 2017 14:47:54 -0700 Subject: [PATCH] meta: Remove support for multisample blits Since i965 no longer uses this function for blitting color buffers, there is no driver left that will ever support multisample textures and use _mesa_meta_BlitFramebuffer. v2: Delete blit_state::msaa_shaders and enum blit_msaa_shader. text data bss dec hex filename 12243286 1344936 1290748 14878970 e308fa before/lib64/dri/i965_dri.so 12240398 1344936 1290748 14876082 e2fdb2 after/lib64/dri/i965_dri.so Reviewed-by: Jason Ekstrand Part-of: --- src/mesa/drivers/common/meta.h | 51 ---- src/mesa/drivers/common/meta_blit.c | 371 ++-------------------------- 2 files changed, 15 insertions(+), 407 deletions(-) diff --git a/src/mesa/drivers/common/meta.h b/src/mesa/drivers/common/meta.h index 6fefbeb7880..799650bb24f 100644 --- a/src/mesa/drivers/common/meta.h +++ b/src/mesa/drivers/common/meta.h @@ -234,56 +234,6 @@ struct blit_shader_table { struct blit_shader sampler_cubemap_array; }; -/** - * Indices in the blit_state->msaa_shaders[] array - * - * Note that setup_glsl_msaa_blit_shader() assumes that the _INT enums are five - * more than the corresponding non-_INT versions and _UINT are five beyond that. - */ -enum blit_msaa_shader { - BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE, - BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE, - BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE, - BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE, - BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE, - BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT, - BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT, - BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT, - BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT, - BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT, - BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT, - BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT, - BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT, - BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT, - BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT, - BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY, - BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY_INT, - BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY_UINT, - BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_RESOLVE, - BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_COPY, - BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE, - BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE, - BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE, - BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE, - BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE, - BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_INT, - BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_INT, - BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_INT, - BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_INT, - BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_INT, - BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_UINT, - BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_UINT, - BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_UINT, - BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_UINT, - BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_UINT, - BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_COPY, - BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_COPY_INT, - BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_COPY_UINT, - BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_DEPTH_RESOLVE, - BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_DEPTH_COPY, - BLIT_MSAA_SHADER_COUNT, -}; - /** * State for glBlitFramebufer() */ @@ -293,7 +243,6 @@ struct blit_state struct gl_buffer_object *buf_obj; struct blit_shader_table shaders_with_depth; struct blit_shader_table shaders_without_depth; - struct gl_shader_program *msaa_shaders[BLIT_MSAA_SHADER_COUNT]; struct temp_texture depthTex; bool no_ctsi_fallback; }; diff --git a/src/mesa/drivers/common/meta_blit.c b/src/mesa/drivers/common/meta_blit.c index a01e33f9a66..81fd4e12f97 100644 --- a/src/mesa/drivers/common/meta_blit.c +++ b/src/mesa/drivers/common/meta_blit.c @@ -27,7 +27,6 @@ #include "main/arbprogram.h" #include "main/arrayobj.h" #include "main/blend.h" -#include "main/condrender.h" #include "main/depth.h" #include "main/enable.h" #include "main/enums.h" @@ -35,8 +34,6 @@ #include "main/image.h" #include "main/macros.h" #include "main/matrix.h" -#include "main/multisample.h" -#include "main/objectlabel.h" #include "main/readpix.h" #include "main/scissor.h" #include "main/shaderapi.h" @@ -49,7 +46,6 @@ #include "main/viewport.h" #include "swrast/swrast.h" #include "drivers/common/meta.h" -#include "util/ralloc.h" static struct gl_texture_object * texture_object_from_renderbuffer(struct gl_context *, struct gl_renderbuffer *); @@ -61,345 +57,26 @@ setup_sampler(struct gl_context *, struct gl_texture_object *, GLenum target, /** 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_shader(struct gl_context *ctx, - struct blit_state *blit, - const struct gl_framebuffer *drawFb, - struct gl_renderbuffer *src_rb, - GLenum target) -{ - const char *vs_source; - char *fs_source; - void *mem_ctx; - enum blit_msaa_shader shader_index; - bool dst_is_msaa = false; - GLenum src_datatype; - const char *vec4_prefix; - 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; - } - - /* We expect only power of 2 samples in source multisample buffer. */ - assert(samples > 0 && util_is_power_of_two_nonzero(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. - */ - assert(ctx->Extensions.ARB_sample_shading); - - dst_is_msaa = true; - - /* We need shader invocation per sample, not per pixel */ - _mesa_set_enable(ctx, GL_MULTISAMPLE, GL_TRUE); - _mesa_set_enable(ctx, GL_SAMPLE_SHADING, GL_TRUE); - _mesa_MinSampleShading(1.0); - } - - switch (target) { - case GL_TEXTURE_2D_MULTISAMPLE: - case GL_TEXTURE_2D_MULTISAMPLE_ARRAY: - 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 - shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_RESOLVE; - } else { - if (dst_is_msaa) - shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY; - else { - shader_index = BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE + - shader_offset; - } - } - - if (target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) { - 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, "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_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 += 5; - vec4_prefix = "i"; - } else if (src_datatype == GL_UNSIGNED_INT) { - shader_index += 10; - vec4_prefix = "u"; - } else { - vec4_prefix = ""; - } - - if (blit->msaa_shaders[shader_index]) { - _mesa_meta_use_program(ctx, blit->msaa_shaders[shader_index]); - return; - } - - mem_ctx = ralloc_context(NULL); - - if (shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_RESOLVE || - shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_DEPTH_RESOLVE || - 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: - * - * "If there is a multisample buffer (the value of SAMPLE_BUFFERS - * is one), then values are obtained from the depth samples in - * this buffer. It is recommended that the depth value of the - * centermost sample be used, though implementations may choose - * any function of the depth sample values at each pixel. - * - * We're slacking and instead of choosing centermost, we've got 0. - */ - sample_index = "0"; - name = "depth MSAA resolve"; - } - - vs_source = ralloc_asprintf(mem_ctx, - "#version 130\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" - " texCoords = textureCoords;\n" - " gl_Position = vec4(position, 0.0, 1.0);\n" - "}\n", - texcoord_type, - texcoord_type); - fs_source = ralloc_asprintf(mem_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(%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 - * sample). Yes, this is ridiculous. - */ - char *sample_resolve; - const char *merge_function; - name = ralloc_asprintf(mem_ctx, "%svec4 MSAA %s", - vec4_prefix, - dst_is_msaa ? "copy" : "resolve"); - - if (dst_is_msaa) { - 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) { - /* 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"; - } - - /* We're assuming power of two samples for this resolution procedure. - * - * To avoid losing any floating point precision if the samples all - * happen to have the same value, we merge pairs of values at a time - * (so the floating point exponent just gets increased), rather than - * doing a naive sum and dividing. - */ - assert(util_is_power_of_two_or_zero(samples)); - /* Fetch each individual sample. */ - sample_resolve = rzalloc_size(mem_ctx, 1); - for (i = 0; i < samples; i++) { - ralloc_asprintf_append(&sample_resolve, - " gvec4 sample_1_%d = texelFetch(texSampler, i%s(texCoords), %d);\n", - i, texcoord_type, i); - } - /* Now, merge each pair of samples, then merge each pair of those, - * etc. - */ - for (step = 2; step <= samples; step *= 2) { - for (i = 0; i < samples; i += step) { - ralloc_asprintf_append(&sample_resolve, - " gvec4 sample_%d_%d = merge(sample_%d_%d, sample_%d_%d);\n", - step, i, - step / 2, i, - step / 2, i + step / 2); - } - } - - /* Scale the final result. */ - if (src_datatype == GL_UNSIGNED_INT || src_datatype == GL_INT) { - ralloc_asprintf_append(&sample_resolve, - " out_color = sample_%d_0;\n", - samples); - } else { - ralloc_asprintf_append(&sample_resolve, - " gl_FragColor = sample_%d_0 / %f;\n", - samples, (float)samples); - } - } - - vs_source = ralloc_asprintf(mem_ctx, - "#version 130\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" - " texCoords = textureCoords;\n" - " gl_Position = vec4(position, 0.0, 1.0);\n" - "}\n", - texcoord_type, - texcoord_type); - fs_source = ralloc_asprintf(mem_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" - "out gvec4 out_color;\n" - "\n" - "%s" /* merge_function */ - "void main()\n" - "{\n" - "%s\n" /* sample_resolve */ - "}\n", - vec4_prefix, - vec4_prefix, - sampler_array_suffix, - texcoord_type, - merge_function, - sample_resolve); - } - - _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source, name, - &blit->msaa_shaders[shader_index]); - - ralloc_free(mem_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 filter, - bool is_scaled_blit, + GLenum target, bool do_depth) { - unsigned texcoord_size; - bool is_target_multisample = target == GL_TEXTURE_2D_MULTISAMPLE || - target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY; + const unsigned texcoord_size = 2 + (src_rb->Depth > 1 ? 1 : 0); /* target = GL_TEXTURE_RECTANGLE is not supported in GLES 3.0 */ assert(_mesa_is_desktop_gl(ctx) || target == GL_TEXTURE_2D); - texcoord_size = 2 + (src_rb->Depth > 1 ? 1 : 0); _mesa_meta_setup_vertex_objects(ctx, &blit->VAO, &blit->buf_obj, true, 2, texcoord_size, 0); - if (is_target_multisample) { - setup_glsl_msaa_blit_shader(ctx, blit, drawFb, src_rb, target); - } else { - _mesa_meta_setup_blit_shader(ctx, target, do_depth, - do_depth ? &blit->shaders_with_depth - : &blit->shaders_without_depth); - } + _mesa_meta_setup_blit_shader(ctx, target, do_depth, + do_depth ? &blit->shaders_with_depth + : &blit->shaders_without_depth); } /** @@ -428,23 +105,19 @@ blitframebuffer_texture(struct gl_context *ctx, 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; GLenum target; struct gl_renderbuffer *rb = readAtt->Renderbuffer; struct temp_texture *meta_temp_texture; - if (rb->NumSamples && !ctx->Extensions.ARB_texture_multisample) - return false; + assert(rb->NumSamples == 0); _mesa_meta_fb_tex_blit_begin(ctx, &fb_tex_blit); if (readAtt->Texture && (readAtt->Texture->Target == GL_TEXTURE_2D || - readAtt->Texture->Target == GL_TEXTURE_RECTANGLE || - readAtt->Texture->Target == GL_TEXTURE_2D_MULTISAMPLE || - readAtt->Texture->Target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)) { + readAtt->Texture->Target == GL_TEXTURE_RECTANGLE)) { /* If there's a texture attached of a type we can handle, then just use * it directly. */ @@ -472,9 +145,6 @@ blitframebuffer_texture(struct gl_context *ctx, if (ctx->Meta->Blit.no_ctsi_fallback) return false; - if (rb->NumSamples > 1) - return false; - if (do_depth) { meta_temp_texture = _mesa_meta_get_temp_depth_texture(ctx); tex_base_format = GL_DEPTH_COMPONENT; @@ -510,11 +180,8 @@ blitframebuffer_texture(struct gl_context *ctx, 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, drawFb, rb, target, filter, scaled_blit, - do_depth); + setup_glsl_blit_framebuffer(ctx, blit, drawFb, rb, target, do_depth); } else { _mesa_meta_setup_ff_tnl_for_blit(ctx, @@ -577,9 +244,7 @@ blitframebuffer_texture(struct gl_context *ctx, t1 = srcY1 / (float) texImage->Height; } else { - assert(target == GL_TEXTURE_RECTANGLE_ARB || - target == GL_TEXTURE_2D_MULTISAMPLE || - target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY); + assert(target == GL_TEXTURE_RECTANGLE_ARB); s0 = (float) srcX0; s1 = (float) srcX1; t0 = (float) srcY0; @@ -697,8 +362,7 @@ texture_object_from_renderbuffer(struct gl_context *ctx, { struct gl_texture_image *texImage; struct gl_texture_object *texObj; - const GLenum target = rb->NumSamples > 1 - ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D; + const GLenum target = GL_TEXTURE_2D; texObj = ctx->Driver.NewTextureObject(ctx, 0xDEADBEEF, target); texImage = _mesa_get_tex_image(ctx, texObj, target, 0); @@ -720,17 +384,14 @@ static struct gl_sampler_object * 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; + struct gl_sampler_object *samp_obj = + ctx->Driver.NewSamplerObject(ctx, 0xDEADBEEF); - 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_filters(ctx, samp_obj, filter, filter); _mesa_set_sampler_wrap(ctx, samp_obj, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, samp_obj->WrapR); @@ -774,11 +435,9 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx, const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader && ctx->Extensions.ARB_fragment_shader; - /* Multisample texture blit support requires texture multisample. */ - if (readFb->Visual.samples > 0 && - !ctx->Extensions.ARB_texture_multisample) { + /* Multisample blit is not supported. */ + if (readFb->Visual.samples > 0) return mask; - } /* Clip a copy of the blit coordinates. If these differ from the input * coordinates, then we'll set the scissor. -- 2.30.2