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1 /**************************************************************************
2  *
3  * Copyright 2010 VMware, Inc.
4  * All Rights Reserved.
5  *
6  * Permission is hereby granted, free of charge, to any person obtaining a
7  * copy of this software and associated documentation files (the
8  * "Software"), to deal in the Software without restriction, including
9  * without limitation the rights to use, copy, modify, merge, publish,
10  * distribute, sub license, and/or sell copies of the Software, and to
11  * permit persons to whom the Software is furnished to do so, subject to
12  * the following conditions:
13  *
14  * The above copyright notice and this permission notice (including the
15  * next paragraph) shall be included in all copies or substantial portions
16  * of the Software.
17  *
18  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21  * IN NO EVENT SHALL THE AUTHORS AND/OR ITS SUPPLIERS BE LIABLE FOR
22  * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23  * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24  * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25  *
26  **************************************************************************/
27 
28 
29 #include "st_context.h"
30 #include "pipe/p_context.h"
31 #include "st_atom.h"
32 
33 #include "cso_cache/cso_context.h"
34 
35 
36 /* Second state atom for user clip planes:
37  */
update_sample_mask(struct st_context * st)38 static void update_sample_mask( struct st_context *st )
39 {
40    unsigned sample_mask = 0xffffffff;
41    unsigned sample_count = 1;
42    struct pipe_framebuffer_state *framebuffer = &st->state.framebuffer;
43 
44    /* dependency here on bound surface (or rather, sample count) is worrying */
45    if (framebuffer->zsbuf)
46       sample_count = framebuffer->zsbuf->texture->nr_samples;
47    else if (framebuffer->cbufs[0])
48       sample_count = framebuffer->cbufs[0]->texture->nr_samples;
49 
50    if (st->ctx->Multisample.Enabled && sample_count > 1) {
51    /* unlike in gallium/d3d10 the mask is only active if msaa is enabled */
52       if (st->ctx->Multisample.SampleCoverage) {
53          unsigned nr_bits;
54          nr_bits = st->ctx->Multisample.SampleCoverageValue * (float)sample_count;
55          /* there's lot of ways how to do this. We just use first few bits,
56             since we have no knowledge of sample positions here. When
57             app-supplied mask though is used too might need to be smarter.
58             Also, there's a interface restriction here in theory it is
59             encouraged this mask not be the same at each pixel. */
60          sample_mask = (1 << nr_bits) - 1;
61          if (st->ctx->Multisample.SampleCoverageInvert)
62             sample_mask = ~sample_mask;
63       }
64       /* TODO merge with app-supplied sample mask */
65    }
66 
67    /* mask off unused bits or don't care? */
68 
69    if (sample_mask != st->state.sample_mask) {
70       st->state.sample_mask = sample_mask;
71       cso_set_sample_mask(st->cso_context, sample_mask);
72    }
73 }
74 
75 
76 const struct st_tracked_state st_update_msaa = {
77    "st_update_msaa",					/* name */
78    {							/* dirty */
79       (_NEW_MULTISAMPLE | _NEW_BUFFERS),		/* mesa */
80       ST_NEW_FRAMEBUFFER,				/* st */
81    },
82    update_sample_mask					/* update */
83 };
84