[Mesa-dev] [PATCH 26/35] meta: Use common GLSL code for blits

Rogovin, Kevin kevin.rogovin at intel.com
Thu Jan 30 00:51:17 PST 2014


> @@ -487,6 +486,7 @@ setup_shader_for_sampler(struct gl_context *ctx, struct glsl_sampler
> *sampler)
>                                   "void main()\n"
>                                  "{\n"
>                                  "   gl_FragColor = %s(texSampler, %s);\n"
> +                                  "   gl_FragDepth = gl_FragColor.x;\n"

*IF* I understood what this is to do, is to provide FBO blit API implementation from upstairs mesa. Should not a different shader be used base on the 8 possibilities(really 7 since all 0 means no-op) of the bits being up and down: COLOR_BUFFER_BIT, DEPTH_BUFFER_BIT and STENCIL_BUFFER_BIT ? The above looks like to me to handle either COLOR_BUFFER_BIT or DEPTH_BUFFER_BIT up, but not both. With that in mind then there would be up to 3 separate samplers (one for color, one for stencil and one for depth).

Or am I missing something?

-Kevin




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