From: Ian Romanick <ian.d.roman...@intel.com> Signed-off-by: Ian Romanick <ian.d.roman...@intel.com> --- src/mesa/drivers/common/meta_blit.c | 15 +++++---------- 1 file changed, 5 insertions(+), 10 deletions(-)
diff --git a/src/mesa/drivers/common/meta_blit.c b/src/mesa/drivers/common/meta_blit.c index 08dd4a4..1d40199 100644 --- a/src/mesa/drivers/common/meta_blit.c +++ b/src/mesa/drivers/common/meta_blit.c @@ -419,8 +419,6 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx, /* You can create 2D_MULTISAMPLE textures with 0 sample count (meaning 1 * sample). Yes, this is ridiculous. */ - char *sample_resolve; - name = ralloc_asprintf(mem_ctx, "%svec4 MSAA %s", vec4_prefix, dst_is_msaa ? "copy" : "resolve"); @@ -447,12 +445,6 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx, tex_coords = "texCoords"; } - sample_resolve = - ralloc_asprintf(mem_ctx, - " out_color = texelFetch(texSampler, " - "i%s(%s), gl_SampleID);", - texcoord_type, tex_coords); - fs_source = ralloc_asprintf(mem_ctx, "#version 130\n" "#extension GL_ARB_texture_multisample: require\n" @@ -465,14 +457,17 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx, "\n" "void main()\n" "{\n" - "%s\n" /* sample_resolve */ + " out_color = texelFetch(texSampler, i%s(%s), gl_SampleID);\n" "}\n", vec4_prefix, vec4_prefix, sampler_array_suffix, texcoord_type, - sample_resolve); + texcoord_type, + tex_coords); + } else { + char *sample_resolve; const char *merge_function; int i; int step; -- 2.5.0 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev