if (key->tex_layout == INTEL_MSAA_LAYOUT_CMS)
mcs_fetch();
+ assert(key->texture_data_type == BRW_REGISTER_TYPE_F);
+
/* We add together samples using a binary tree structure, e.g. for 4x MSAA:
*
* result = ((sample[0] + sample[1]) + (sample[2] + sample[3])) / 4
/* TODO: should use a smaller loop bound for non_RGBA formats */
for (int k = 0; k < 4; ++k) {
- emit_combine(key->texture_data_type == BRW_REGISTER_TYPE_F ?
- BRW_OPCODE_ADD : BRW_OPCODE_AVG,
+ emit_combine(BRW_OPCODE_ADD,
offset(texture_data[stack_depth - 1], 2*k),
offset(vec8(texture_data[stack_depth - 1]), 2*k),
offset(vec8(texture_data[stack_depth]), 2*k));
/* We should have just 1 sample on the stack now. */
assert(stack_depth == 1);
- if (key->texture_data_type == BRW_REGISTER_TYPE_F) {
- /* Scale the result down by a factor of num_samples */
- /* TODO: should use a smaller loop bound for non-RGBA formats */
- for (int j = 0; j < 4; ++j) {
- emit_mul(offset(texture_data[0], 2*j),
- offset(vec8(texture_data[0]), 2*j),
- brw_imm_f(1.0f / num_samples));
- }
+ /* Scale the result down by a factor of num_samples */
+ /* TODO: should use a smaller loop bound for non-RGBA formats */
+ for (int j = 0; j < 4; ++j) {
+ emit_mul(offset(texture_data[0], 2*j),
+ offset(vec8(texture_data[0]), 2*j),
+ brw_imm_f(1.0f / num_samples));
}
if (key->tex_layout == INTEL_MSAA_LAYOUT_CMS)
GLenum base_format = _mesa_get_format_base_format(src_mt->format);
if (base_format != GL_DEPTH_COMPONENT && /* TODO: what about depth/stencil? */
base_format != GL_STENCIL_INDEX &&
+ !_mesa_is_format_integer(src_mt->format) &&
src_mt->num_samples > 1 && dst_mt->num_samples <= 1) {
- /* We are downsampling a color buffer, so blend. */
+ /* We are downsampling a non-integer color buffer, so blend.
+ *
+ * Regarding integer color buffers, the OpenGL ES 3.2 spec says:
+ *
+ * "If the source formats are integer types or stencil values, a
+ * single sample's value is selected for each pixel."
+ *
+ * This implies we should not blend in that case.
+ */
wm_prog_key.blend = true;
}