This is really not needed as blorp blit programs already sample XRGB normally and get alpha channel set to 1.0 automatically by the sampler engine. This is simply copied directly to the payload of the render target write message and hence there is no need for any additional blending support from the pixel processing pipeline.
Fixes recently modified piglit test gl-3.2-layered-rendering-blit on IVB. No regressions on IVB. This is effectively revert of c0554141a9b831b4e614747104dcbbe0fe489b9d: i965/blorp: Support overriding destination alpha to 1.0. Currently, Blorp requires the source and destination formats to be equal. However, we'd really like to be able to blit between XRGB and ARGB formats; our BLT engine paths have supported this for a long time. For ARGB -> XRGB, nothing needs to occur: the missing alpha is already interpreted as 1.0. For XRGB -> ARGB, we need to smash the alpha channel to 1.0 when writing the destination colors. This is fairly straightforward with blending. For now, this code is never used, as the source and destination formats still must be equal. The next patch will relax that restriction. NOTE: This is a candidate for the 9.1 branch. CC: Ian Romanick <ian.d.roman...@intel.com> CC: Kenneth Graunke <kenn...@whitecape.org> CC: Martin Steigerwald <mar...@lichtvoll.de> Signed-off-by: Topi Pohjolainen <topi.pohjolai...@intel.com> --- src/mesa/drivers/dri/i965/gen6_blorp.cpp | 20 -------------------- 1 file changed, 20 deletions(-) diff --git a/src/mesa/drivers/dri/i965/gen6_blorp.cpp b/src/mesa/drivers/dri/i965/gen6_blorp.cpp index 90b9fbb..4222fa8 100644 --- a/src/mesa/drivers/dri/i965/gen6_blorp.cpp +++ b/src/mesa/drivers/dri/i965/gen6_blorp.cpp @@ -254,26 +254,6 @@ gen6_blorp_emit_blend_state(struct brw_context *brw, blend->blend1.write_disable_b = params->color_write_disable[2]; blend->blend1.write_disable_a = params->color_write_disable[3]; - /* When blitting from an XRGB source to a ARGB destination, we need to - * interpret the missing channel as 1.0. Blending can do that for us: - * we simply use the RGB values from the fragment shader ("source RGB"), - * but smash the alpha channel to 1. - */ - if (params->src.mt && - _mesa_get_format_bits(params->dst.mt->format, GL_ALPHA_BITS) > 0 && - _mesa_get_format_bits(params->src.mt->format, GL_ALPHA_BITS) == 0) { - blend->blend0.blend_enable = 1; - blend->blend0.ia_blend_enable = 1; - - blend->blend0.blend_func = BRW_BLENDFUNCTION_ADD; - blend->blend0.ia_blend_func = BRW_BLENDFUNCTION_ADD; - - blend->blend0.source_blend_factor = BRW_BLENDFACTOR_SRC_COLOR; - blend->blend0.dest_blend_factor = BRW_BLENDFACTOR_ZERO; - blend->blend0.ia_source_blend_factor = BRW_BLENDFACTOR_ONE; - blend->blend0.ia_dest_blend_factor = BRW_BLENDFACTOR_ZERO; - } - return cc_blend_state_offset; } -- 1.8.3.1 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev