st/mesa: don't call st_validate_state in BlitFramebuffer
[mesa.git] / src / mesa / state_tracker / st_atom_msaa.c
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3 * Copyright 2010 VMware, Inc.
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27
28
29 #include "st_context.h"
30 #include "pipe/p_screen.h"
31 #include "pipe/p_context.h"
32 #include "st_atom.h"
33 #include "st_program.h"
34
35 #include "cso_cache/cso_context.h"
36 #include "util/u_framebuffer.h"
37
38
39 /* Second state atom for user clip planes:
40 */
41 static void update_sample_mask( struct st_context *st )
42 {
43 unsigned sample_mask = 0xffffffff;
44 struct pipe_framebuffer_state *framebuffer = &st->state.framebuffer;
45 /* dependency here on bound surface (or rather, sample count) is worrying */
46 unsigned sample_count = util_framebuffer_get_num_samples(framebuffer);
47
48 if (st->ctx->Multisample.Enabled && sample_count > 1) {
49 /* unlike in gallium/d3d10 the mask is only active if msaa is enabled */
50 if (st->ctx->Multisample.SampleCoverage) {
51 unsigned nr_bits;
52 nr_bits = (unsigned)
53 (st->ctx->Multisample.SampleCoverageValue * (float)sample_count);
54 /* there's lot of ways how to do this. We just use first few bits,
55 since we have no knowledge of sample positions here. When
56 app-supplied mask though is used too might need to be smarter.
57 Also, there's a interface restriction here in theory it is
58 encouraged this mask not be the same at each pixel. */
59 sample_mask = (1 << nr_bits) - 1;
60 if (st->ctx->Multisample.SampleCoverageInvert)
61 sample_mask = ~sample_mask;
62 }
63 if (st->ctx->Multisample.SampleMask)
64 sample_mask &= st->ctx->Multisample.SampleMaskValue;
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 static void update_sample_shading( struct st_context *st )
76 {
77 if (!st->fp)
78 return;
79
80 if (!st->ctx->Extensions.ARB_sample_shading)
81 return;
82
83 cso_set_min_samples(
84 st->cso_context,
85 _mesa_get_min_invocations_per_fragment(st->ctx, &st->fp->Base, false));
86 }
87
88 const struct st_tracked_state st_update_msaa = {
89 "st_update_msaa", /* name */
90 { /* dirty */
91 (_NEW_MULTISAMPLE | _NEW_BUFFERS), /* mesa */
92 ST_NEW_FRAMEBUFFER, /* st */
93 },
94 update_sample_mask /* update */
95 };
96
97 const struct st_tracked_state st_update_sample_shading = {
98 "st_update_sample_shading", /* name */
99 { /* dirty */
100 (_NEW_MULTISAMPLE | _NEW_PROGRAM | _NEW_BUFFERS), /* mesa */
101 ST_NEW_FRAGMENT_PROGRAM | ST_NEW_FRAMEBUFFER, /* st */
102 },
103 update_sample_shading /* update */
104 };