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@ -288,7 +288,7 @@ static GLuint blit_build_frag_tex_col(struct vrend_blitter_ctx *blit_ctx, |
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vrend_shader_samplertypeconv(blit_ctx->use_gles, tgsi_tex_target), |
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swizzle_and_type.swizzle, dest_swizzle_snippet); |
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VREND_DEBUG(dbg_blit, NULL, "-- Blit FS shader MSAA: %d -----------------\n" |
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VREND_DEBUG(dbg_blit, NULL, "-- Blit FS color shader MSAA: %d -----------------\n" |
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"%s\n---------------------------------------\n", msaa, shader_buf); |
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return blit_shader_build_and_check(GL_FRAGMENT_SHADER, shader_buf); |
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@ -314,6 +314,9 @@ static GLuint blit_build_frag_depth(struct vrend_blitter_ctx *blit_ctx, int tgsi |
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snprintf(shader_buf, 4096, blit_ctx->use_gles ? FS_TEXFETCH_DS_GLES : FS_TEXFETCH_DS_GL, |
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vrend_shader_samplertypeconv(blit_ctx->use_gles, tgsi_tex_target), swizzle_and_type.swizzle); |
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VREND_DEBUG(dbg_blit, NULL, "-- Blit FS depth shader MSAA: %d -----------------\n" |
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"%s\n---------------------------------------\n", msaa, shader_buf); |
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return blit_shader_build_and_check(GL_FRAGMENT_SHADER, shader_buf); |
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} |
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