Mesa (master): meta: Remove support for multisample blits

GitLab Mirror gitlab-mirror at kemper.freedesktop.org
Thu May 14 15:55:49 UTC 2020


Module: Mesa
Branch: master
Commit: adc633627349d44c3e5495c442a16b0129c00989
URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=adc633627349d44c3e5495c442a16b0129c00989

Author: Ian Romanick <ian.d.romanick at intel.com>
Date:   Thu Jun 15 14:47:54 2017 -0700

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 <jason at jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/856>

---

 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.



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