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Diffstat (limited to 'src/gallium/drivers/r300/r300_texture_desc.c')
-rw-r--r--src/gallium/drivers/r300/r300_texture_desc.c31
1 files changed, 31 insertions, 0 deletions
diff --git a/src/gallium/drivers/r300/r300_texture_desc.c b/src/gallium/drivers/r300/r300_texture_desc.c
index c5636ca3bcc..6d645288f98 100644
--- a/src/gallium/drivers/r300/r300_texture_desc.c
+++ b/src/gallium/drivers/r300/r300_texture_desc.c
@@ -539,12 +539,43 @@ void r300_texture_desc_init(struct r300_screen *rscreen,
tex->b.b.last_level = base->last_level;
tex->b.b.nr_samples = base->nr_samples;
tex->tex.width0 = base->width0;
tex->tex.height0 = base->height0;
tex->tex.depth0 = base->depth0;
+ /* There is a CB memory addressing hardware bug that limits the width
+ * of the MSAA buffer in some cases in R520. In order to get around it,
+ * the following code lowers the sample count depending on the format and
+ * the width.
+ *
+ * The only catch is that all MSAA colorbuffers and a zbuffer which are
+ * supposed to be used together should always be bound together. Only
+ * then the correct minimum sample count of all bound buffers is used
+ * for rendering. */
+ if (rscreen->caps.is_r500) {
+ /* FP16 6x MSAA buffers are limited to a width of 1360 pixels. */
+ if (tex->b.b.format == PIPE_FORMAT_R16G16B16A16_FLOAT &&
+ tex->b.b.nr_samples == 6 && tex->b.b.width0 > 1360) {
+ tex->b.b.nr_samples = 4;
+ }
+
+ /* FP16 4x MSAA buffers are limited to a width of 2048 pixels. */
+ if (tex->b.b.format == PIPE_FORMAT_R16G16B16A16_FLOAT &&
+ tex->b.b.nr_samples == 4 && tex->b.b.width0 > 2048) {
+ tex->b.b.nr_samples = 2;
+ }
+ }
+
+ /* 32-bit 6x MSAA buffers are limited to a width of 2720 pixels.
+ * This applies to all R300-R500 cards. */
+ if (util_format_get_blocksizebits(tex->b.b.format) == 32 &&
+ !util_format_is_depth_or_stencil(tex->b.b.format) &&
+ tex->b.b.nr_samples == 6 && tex->b.b.width0 > 2720) {
+ tex->b.b.nr_samples = 4;
+ }
+
r300_setup_flags(tex);
/* Align a 3D NPOT texture to POT. */
if (base->target == PIPE_TEXTURE_3D && tex->tex.is_npot) {
tex->tex.width0 = util_next_power_of_two(tex->tex.width0);
tex->tex.height0 = util_next_power_of_two(tex->tex.height0);