{
struct pipe_framebuffer_state* fb =
(struct pipe_framebuffer_state*)r300->fb_state.state;
- unsigned num_samples;
+ unsigned i, num_samples;
- if (fb->nr_cbufs)
- num_samples = fb->cbufs[0]->texture->nr_samples;
- else if (fb->zsbuf)
- num_samples = fb->zsbuf->texture->nr_samples;
- else
- num_samples = 1;
+ if (!fb->nr_cbufs && !fb->zsbuf)
+ return 1;
+
+ num_samples = 6;
+
+ for (i = 0; i < fb->nr_cbufs; i++)
+ num_samples = MIN2(num_samples, fb->cbufs[i]->texture->nr_samples);
+
+ if (fb->zsbuf)
+ num_samples = MIN2(num_samples, fb->zsbuf->texture->nr_samples);
if (!num_samples)
num_samples = 1;
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. */