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authorMarek Olšák <marek.olsak@amd.com>2022-07-17 12:21:17 -0400
committerMarge Bot <emma+marge@anholt.net>2022-08-09 19:19:09 +0000
commit2f4b9b7a9505f61877ccd51157cab590a5fe3b24 (patch)
treec2dec7d2b03217bc1e895fb1f120051ab4e2d482 /src/gallium/auxiliary/util/u_blitter.c
parent5c7ad4757bef25fd040993d15b3d87ad6f4c82ea (diff)
gallium/u_blitter: make the bilinear filter for MSAA resolving conformant
This implements the bilinear filter exactly like OpenGL. Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17692>
Diffstat (limited to 'src/gallium/auxiliary/util/u_blitter.c')
-rw-r--r--src/gallium/auxiliary/util/u_blitter.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/gallium/auxiliary/util/u_blitter.c b/src/gallium/auxiliary/util/u_blitter.c
index 85522a16f29..0daa5b77e09 100644
--- a/src/gallium/auxiliary/util/u_blitter.c
+++ b/src/gallium/auxiliary/util/u_blitter.c
@@ -1032,7 +1032,7 @@ static void *blitter_get_fs_texfetch_col(struct blitter_context_priv *ctx,
assert(!ctx->cached_all_shaders);
if (filter == PIPE_TEX_FILTER_LINEAR) {
*shader = util_make_fs_msaa_resolve_bilinear(pipe, tgsi_tex,
- src_nr_samples);
+ src_nr_samples, ctx->has_txf_txq);
}
else {
*shader = util_make_fs_msaa_resolve(pipe, tgsi_tex,