From b080b3d54d99dfb46b5e8a6eb94fdbdeb937f255 Mon Sep 17 00:00:00 2001 From: Neil Roberts Date: Thu, 22 Oct 2015 10:55:35 +0200 Subject: [PATCH] meta/blit: Always try to enable GL_ARB_sample_shading MIME-Version: 1.0 Content-Type: text/plain; charset=utf8 Content-Transfer-Encoding: 8bit Previously this extension was only enabled when blitting between two multisampled buffers. However I don't think it does any harm to just enable it all the time. The ‘enable’ option is used instead of ‘require’ so that the shader will still compile if the extension isn't available in the cases where it isn't used. This will make the next patch simpler because it wants to add another optional extension. Reviewed-by: Anuj Phogat --- src/mesa/drivers/common/meta_blit.c | 16 ++-------------- 1 file changed, 2 insertions(+), 14 deletions(-) diff --git a/src/mesa/drivers/common/meta_blit.c b/src/mesa/drivers/common/meta_blit.c index b92c2e2f22b..496ce458824 100644 --- a/src/mesa/drivers/common/meta_blit.c +++ b/src/mesa/drivers/common/meta_blit.c @@ -357,17 +357,11 @@ 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 *arb_sample_shading_extension_string; if (dst_is_msaa) { - arb_sample_shading_extension_string = "#extension GL_ARB_sample_shading : enable"; sample_index = "gl_SampleID"; name = "depth MSAA copy"; } else { - /* Don't need that extension, since we're drawing to a single-sampled - * destination. - */ - arb_sample_shading_extension_string = ""; /* From the GL 4.3 spec: * * "If there is a multisample buffer (the value of SAMPLE_BUFFERS @@ -397,7 +391,7 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx, fs_source = ralloc_asprintf(mem_ctx, "#version 130\n" "#extension GL_ARB_texture_multisample : enable\n" - "%s\n" + "#extension GL_ARB_sample_shading : enable\n" "uniform sampler2DMS%s texSampler;\n" "in %s texCoords;\n" "out vec4 out_color;\n" @@ -406,7 +400,6 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx, "{\n" " gl_FragDepth = texelFetch(texSampler, i%s(texCoords), %s).r;\n" "}\n", - arb_sample_shading_extension_string, sampler_array_suffix, texcoord_type, texcoord_type, @@ -416,14 +409,12 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx, * sample). Yes, this is ridiculous. */ char *sample_resolve; - const char *arb_sample_shading_extension_string; const char *merge_function; name = ralloc_asprintf(mem_ctx, "%svec4 MSAA %s", vec4_prefix, dst_is_msaa ? "copy" : "resolve"); if (dst_is_msaa) { - arb_sample_shading_extension_string = "#extension GL_ARB_sample_shading : enable"; sample_resolve = ralloc_asprintf(mem_ctx, " out_color = texelFetch(texSampler, i%s(texCoords), gl_SampleID);", texcoord_type); merge_function = ""; } else { @@ -439,8 +430,6 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx, "vec4 merge(vec4 a, vec4 b) { return (a + b); }\n"; } - arb_sample_shading_extension_string = ""; - /* We're assuming power of two samples for this resolution procedure. * * To avoid losing any floating point precision if the samples all @@ -496,7 +485,7 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx, fs_source = ralloc_asprintf(mem_ctx, "#version 130\n" "#extension GL_ARB_texture_multisample : enable\n" - "%s\n" + "#extension GL_ARB_sample_shading : enable\n" "#define gvec4 %svec4\n" "uniform %ssampler2DMS%s texSampler;\n" "in %s texCoords;\n" @@ -507,7 +496,6 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx, "{\n" "%s\n" /* sample_resolve */ "}\n", - arb_sample_shading_extension_string, vec4_prefix, vec4_prefix, sampler_array_suffix, -- 2.30.2