/************************************************************************** * * Copyright 2010 VMware, Inc. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sub license, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial portions * of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. * IN NO EVENT SHALL THE AUTHORS AND/OR ITS SUPPLIERS BE LIABLE FOR * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * **************************************************************************/ #include "st_context.h" #include "pipe/p_context.h" #include "st_atom.h" #include "cso_cache/cso_context.h" /* Second state atom for user clip planes: */ static void update_sample_mask( struct st_context *st ) { unsigned sample_mask = 0xffffffff; unsigned sample_count = 1; struct pipe_framebuffer_state *framebuffer = &st->state.framebuffer; /* dependency here on bound surface (or rather, sample count) is worrying */ if (framebuffer->zsbuf) sample_count = framebuffer->zsbuf->texture->nr_samples; else if (framebuffer->cbufs[0]) sample_count = framebuffer->cbufs[0]->texture->nr_samples; if (st->ctx->Multisample.Enabled && sample_count > 1) { /* unlike in gallium/d3d10 the mask is only active if msaa is enabled */ if (st->ctx->Multisample.SampleCoverage) { unsigned nr_bits; nr_bits = st->ctx->Multisample.SampleCoverageValue * (float)sample_count; /* there's lot of ways how to do this. We just use first few bits, since we have no knowledge of sample positions here. When app-supplied mask though is used too might need to be smarter. Also, there's a interface restriction here in theory it is encouraged this mask not be the same at each pixel. */ sample_mask = (1 << nr_bits) - 1; if (st->ctx->Multisample.SampleCoverageInvert) sample_mask = ~sample_mask; } /* TODO merge with app-supplied sample mask */ } /* mask off unused bits or don't care? */ if (sample_mask != st->state.sample_mask) { st->state.sample_mask = sample_mask; cso_set_sample_mask(st->cso_context, sample_mask); } } const struct st_tracked_state st_update_msaa = { "st_update_msaa", /* name */ { /* dirty */ (_NEW_MULTISAMPLE | _NEW_BUFFERS), /* mesa */ ST_NEW_FRAMEBUFFER, /* st */ }, update_sample_mask /* update */ };