These are non-stretched, non-resolving blits, so it's just a matter of sampling once from our gl_SampleID and storing that to our color/depth.
b0a8d0e meta: Add support for doing MSAA to MSAA blits.
src/mesa/drivers/common/meta.h | 6 +-
src/mesa/drivers/common/meta_blit.c | 147 ++++++++++++++++++++++++-----------
2 files changed, 104 insertions(+), 49 deletions(-)
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