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