From: Ian Romanick <[email protected]>
Signed-off-by: Ian Romanick <[email protected]>
---
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
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