[Mesa-dev] [PATCH 1/2] meta/blit: Don't blend integer values during MSAA resolves
Jason Ekstrand
jason at jlekstrand.net
Wed May 4 23:22:42 UTC 2016
---
src/mesa/drivers/common/meta_blit.c | 13 +++++++++++--
1 file changed, 11 insertions(+), 2 deletions(-)
diff --git a/src/mesa/drivers/common/meta_blit.c b/src/mesa/drivers/common/meta_blit.c
index 6761238..bb79c46 100644
--- a/src/mesa/drivers/common/meta_blit.c
+++ b/src/mesa/drivers/common/meta_blit.c
@@ -458,8 +458,17 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
int step;
if (src_datatype == GL_INT || src_datatype == GL_UNSIGNED_INT) {
- merge_function =
- "gvec4 merge(gvec4 a, gvec4 b) { return (a >> gvec4(1)) + (b >> gvec4(1)) + (a & b & gvec4(1)); }\n";
+ /* 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 =
--
2.5.0.400.gff86faf
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