On 02/21/2014 07:15 PM, Kenneth Graunke wrote:
By adding "#define gvec4 %svec4" to the top of our fragment shader, we
can write generic code without needing to specialize it to vec4, ivec4,
or uvec4 via asprintf.

This also makes the INT and UNSIGNED_INT merge function code identical,
so I combined those two cases.

It's not a big savings, but a little bit tidier.

Signed-off-by: Kenneth Graunke <kenn...@whitecape.org>

Reviewed-by: Ian Romanick <ian.d.roman...@intel.com>

---
  src/mesa/drivers/common/meta_blit.c | 17 +++++++----------
  1 file changed, 7 insertions(+), 10 deletions(-)

diff --git a/src/mesa/drivers/common/meta_blit.c 
b/src/mesa/drivers/common/meta_blit.c
index 69c2590..f9c8814 100644
--- a/src/mesa/drivers/common/meta_blit.c
+++ b/src/mesa/drivers/common/meta_blit.c
@@ -228,12 +228,9 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
           sample_resolve = ralloc_asprintf(mem_ctx, "   out_color = 
texelFetch(texSampler, ivec2(texCoords), gl_SampleID);");
           merge_function = "";
        } else {
-         if (src_datatype == GL_INT) {
+         if (src_datatype == GL_INT || src_datatype == GL_UNSIGNED_INT) {
              merge_function =
-               "ivec4 merge(ivec4 a, ivec4 b) { return (a >> ivec4(1)) + (b >> ivec4(1)) + 
(a & b & ivec4(1)); }\n";
-         } else if (src_datatype == GL_UNSIGNED_INT) {
-            merge_function =
-               "uvec4 merge(uvec4 a, uvec4 b) { return (a >> uvec4(1)) + (b >> uvec4(1)) + 
(a & b & uvec4(1)); }\n";
+               "gvec4 merge(gvec4 a, gvec4 b) { return (a >> gvec4(1)) + (b >> gvec4(1)) + 
(a & b & gvec4(1)); }\n";
           } else {
              /* The divide will happen at the end for floats. */
              merge_function =
@@ -254,8 +251,8 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
           sample_resolve = rzalloc_size(mem_ctx, 1);
           for (int i = 0; i < samples; i++) {
              ralloc_asprintf_append(&sample_resolve,
-                                   "   %svec4 sample_1_%d = texelFetch(texSampler, 
ivec2(texCoords), %d);\n",
-                                   vec4_prefix, i, i);
+                                   "   gvec4 sample_1_%d = texelFetch(texSampler, 
ivec2(texCoords), %d);\n",
+                                   i, i);
           }
           /* Now, merge each pair of samples, then merge each pair of those,
            * etc.
@@ -263,8 +260,7 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
           for (int step = 2; step <= samples; step *= 2) {
              for (int i = 0; i < samples; i += step) {
                 ralloc_asprintf_append(&sample_resolve,
-                                      "   %svec4 sample_%d_%d = merge(sample_%d_%d, 
sample_%d_%d);\n",
-                                      vec4_prefix,
+                                      "   gvec4 sample_%d_%d = merge(sample_%d_%d, 
sample_%d_%d);\n",
                                        step, i,
                                        step / 2, i,
                                        step / 2, i + step / 2);
@@ -297,9 +293,10 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
                                    "#version 130\n"
                                    "#extension GL_ARB_texture_multisample : 
enable\n"
                                    "%s\n"
+                                  "#define gvec4 %svec4\n"
                                    "uniform %ssampler2DMS texSampler;\n"
                                    "in vec2 texCoords;\n"
-                                  "out %svec4 out_color;\n"
+                                  "out gvec4 out_color;\n"
                                    "\n"
                                    "%s" /* merge_function */
                                    "void main()\n"


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