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 <[email protected]> --- 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" -- 1.9.0 _______________________________________________ mesa-dev mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/mesa-dev
