#include "st_context.h"
+#include "pipe/p_screen.h"
#include "pipe/p_context.h"
#include "st_atom.h"
+#include "st_program.h"
#include "cso_cache/cso_context.h"
+#include "util/u_framebuffer.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;
+ unsigned sample_count = util_framebuffer_get_num_samples(framebuffer);
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;
+ nr_bits = (unsigned)
+ (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.
if (st->ctx->Multisample.SampleCoverageInvert)
sample_mask = ~sample_mask;
}
- /* TODO merge with app-supplied sample mask */
+ if (st->ctx->Multisample.SampleMask)
+ sample_mask &= st->ctx->Multisample.SampleMaskValue;
}
/* mask off unused bits or don't care? */
}
}
+static void update_sample_shading( struct st_context *st )
+{
+ if (!st->fp)
+ return;
+
+ if (!st->ctx->Extensions.ARB_sample_shading)
+ return;
+
+ cso_set_min_samples(
+ st->cso_context,
+ _mesa_get_min_invocations_per_fragment(st->ctx, &st->fp->Base, false));
+}
const struct st_tracked_state st_update_msaa = {
"st_update_msaa", /* name */
},
update_sample_mask /* update */
};
+
+const struct st_tracked_state st_update_sample_shading = {
+ "st_update_sample_shading", /* name */
+ { /* dirty */
+ (_NEW_MULTISAMPLE | _NEW_PROGRAM | _NEW_BUFFERS), /* mesa */
+ ST_NEW_FRAGMENT_PROGRAM | ST_NEW_FRAMEBUFFER, /* st */
+ },
+ update_sample_shading /* update */
+};