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Diffstat (limited to 'mesalib/src/mesa/drivers/common/meta_blit.c')
-rw-r--r--mesalib/src/mesa/drivers/common/meta_blit.c33
1 files changed, 21 insertions, 12 deletions
diff --git a/mesalib/src/mesa/drivers/common/meta_blit.c b/mesalib/src/mesa/drivers/common/meta_blit.c
index fc9848a7a..770bc4178 100644
--- a/mesalib/src/mesa/drivers/common/meta_blit.c
+++ b/mesalib/src/mesa/drivers/common/meta_blit.c
@@ -70,26 +70,28 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
const char *sampler_array_suffix = "";
char *name;
const char *texcoord_type = "vec2";
- const int samples = MAX2(src_rb->NumSamples, 1);
+ int samples;
int shader_offset = 0;
- /* We expect only power of 2 samples in source multisample buffer. */
- assert((samples & (samples - 1)) == 0);
- while (samples >> (shader_offset + 1)) {
- shader_offset++;
- }
- /* Update the assert if we plan to support more than 16X MSAA. */
- assert(shader_offset >= 0 && shader_offset <= 4);
-
if (src_rb) {
+ samples = MAX2(src_rb->NumSamples, 1);
src_datatype = _mesa_get_format_datatype(src_rb->Format);
} else {
/* depth-or-color glCopyTexImage fallback path that passes a NULL rb and
* doesn't handle integer.
*/
+ samples = 1;
src_datatype = GL_UNSIGNED_NORMALIZED;
}
+ /* We expect only power of 2 samples in source multisample buffer. */
+ assert((samples & (samples - 1)) == 0);
+ while (samples >> (shader_offset + 1)) {
+ shader_offset++;
+ }
+ /* Update the assert if we plan to support more than 16X MSAA. */
+ assert(shader_offset >= 0 && shader_offset <= 4);
+
if (ctx->DrawBuffer->Visual.samples > 1) {
/* If you're calling meta_BlitFramebuffer with the destination
* multisampled, this is the only path that will work -- swrast and
@@ -108,8 +110,8 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
switch (target) {
case GL_TEXTURE_2D_MULTISAMPLE:
case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
- if (src_rb->_BaseFormat == GL_DEPTH_COMPONENT ||
- src_rb->_BaseFormat == GL_DEPTH_STENCIL) {
+ if (src_rb && (src_rb->_BaseFormat == GL_DEPTH_COMPONENT ||
+ src_rb->_BaseFormat == GL_DEPTH_STENCIL)) {
if (dst_is_msaa)
shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_COPY;
else
@@ -624,13 +626,20 @@ _mesa_meta_bind_rb_as_tex_image(struct gl_context *ctx,
GLenum *target)
{
struct gl_texture_image *texImage;
+ GLuint tempTex;
if (rb->NumSamples > 1)
*target = GL_TEXTURE_2D_MULTISAMPLE;
else
*target = GL_TEXTURE_2D;
- _mesa_GenTextures(1, tex);
+ tempTex = 0;
+ _mesa_GenTextures(1, &tempTex);
+ if (tempTex == 0)
+ return false;
+
+ *tex = tempTex;
+
_mesa_BindTexture(*target, *tex);
*texObj = _mesa_lookup_texture(ctx, *tex);
texImage = _mesa_get_tex_image(ctx, *texObj, *target, 0);