struct pipe_viewport_state vp, vp_saved;
struct pipe_blend_color blend_color;
unsigned sample_mask, sample_mask_saved;
+ unsigned min_samples, min_samples_saved;
struct pipe_stencil_ref stencil_ref, stencil_ref_saved;
};
cso_set_sample_mask(ctx, ctx->sample_mask_saved);
}
+void cso_set_min_samples(struct cso_context *ctx, unsigned min_samples)
+{
+ if (ctx->min_samples != min_samples && ctx->pipe->set_min_samples) {
+ ctx->min_samples = min_samples;
+ ctx->pipe->set_min_samples(ctx->pipe, min_samples);
+ }
+}
+
+void cso_save_min_samples(struct cso_context *ctx)
+{
+ ctx->min_samples_saved = ctx->min_samples;
+}
+
+void cso_restore_min_samples(struct cso_context *ctx)
+{
+ cso_set_min_samples(ctx, ctx->min_samples_saved);
+}
+
void cso_set_stencil_ref(struct cso_context *ctx,
const struct pipe_stencil_ref *sr)
{
void cso_save_sample_mask(struct cso_context *ctx);
void cso_restore_sample_mask(struct cso_context *ctx);
+void cso_set_min_samples(struct cso_context *cso, unsigned min_samples);
+void cso_save_min_samples(struct cso_context *ctx);
+void cso_restore_min_samples(struct cso_context *ctx);
+
void cso_set_stencil_ref(struct cso_context *cso,
const struct pipe_stencil_ref *sr);
void cso_save_stencil_ref(struct cso_context *cso);
cso_save_framebuffer(cso);
cso_save_sample_mask(cso);
+ cso_save_min_samples(cso);
cso_save_blend(cso);
cso_save_depth_stencil_alpha(cso);
cso_save_fragment_shader(cso);
cso_set_framebuffer(cso, &fb);
cso_set_sample_mask(cso, ~0);
+ cso_set_min_samples(cso, 1);
cso_set_blend(cso, &hud->alpha_blend);
cso_set_depth_stencil_alpha(cso, &hud->dsa);
cso_set_rasterizer(cso, &hud->rasterizer);
/* restore states */
cso_restore_framebuffer(cso);
cso_restore_sample_mask(cso);
+ cso_restore_min_samples(cso);
cso_restore_blend(cso);
cso_restore_depth_stencil_alpha(cso);
cso_restore_fragment_shader(cso);
cso_save_geometry_shader(cso);
cso_save_rasterizer(cso);
cso_save_sample_mask(cso);
+ cso_save_min_samples(cso);
cso_save_samplers(cso, PIPE_SHADER_FRAGMENT);
cso_save_sampler_views(cso, PIPE_SHADER_FRAGMENT);
cso_save_stencil_ref(cso);
/* set default state */
cso_set_sample_mask(cso, ~0);
+ cso_set_min_samples(cso, 1);
cso_set_stream_outputs(cso, 0, NULL, NULL);
cso_set_geometry_shader_handle(cso, NULL);
cso_set_render_condition(cso, NULL, FALSE, 0);
cso_restore_geometry_shader(cso);
cso_restore_rasterizer(cso);
cso_restore_sample_mask(cso);
+ cso_restore_min_samples(cso);
cso_restore_samplers(cso, PIPE_SHADER_FRAGMENT);
cso_restore_sampler_views(cso, PIPE_SHADER_FRAGMENT);
cso_restore_stencil_ref(cso);
cso_save_depth_stencil_alpha(ctx->cso);
cso_save_rasterizer(ctx->cso);
cso_save_sample_mask(ctx->cso);
+ cso_save_min_samples(ctx->cso);
cso_save_samplers(ctx->cso, PIPE_SHADER_FRAGMENT);
cso_save_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT);
cso_save_stream_outputs(ctx->cso);
cso_set_blend(ctx->cso, &ctx->blend_write_color);
cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_keep_depthstencil);
cso_set_sample_mask(ctx->cso, ~0);
+ cso_set_min_samples(ctx->cso, 1);
cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
cso_set_vertex_elements(ctx->cso, 2, ctx->velem);
cso_set_stream_outputs(ctx->cso, 0, NULL, NULL);
cso_restore_depth_stencil_alpha(ctx->cso);
cso_restore_rasterizer(ctx->cso);
cso_restore_sample_mask(ctx->cso);
+ cso_restore_min_samples(ctx->cso);
cso_restore_samplers(ctx->cso, PIPE_SHADER_FRAGMENT);
cso_restore_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT);
cso_restore_viewport(ctx->cso);
&st_update_sampler, /* depends on update_*_texture for swizzle */
&st_update_framebuffer,
&st_update_msaa,
+ &st_update_sample_shading,
&st_update_vs_constants,
&st_update_gs_constants,
&st_update_fs_constants,
extern const struct st_tracked_state st_update_scissor;
extern const struct st_tracked_state st_update_blend;
extern const struct st_tracked_state st_update_msaa;
+extern const struct st_tracked_state st_update_sample_shading;
extern const struct st_tracked_state st_update_sampler;
extern const struct st_tracked_state st_update_fragment_texture;
extern const struct st_tracked_state st_update_vertex_texture;
#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"
}
}
+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 */
+};
cso_save_depth_stencil_alpha(st->cso_context);
cso_save_rasterizer(st->cso_context);
cso_save_sample_mask(st->cso_context);
+ cso_save_min_samples(st->cso_context);
cso_save_viewport(st->cso_context);
cso_save_fragment_shader(st->cso_context);
cso_save_stream_outputs(st->cso_context);
cso_set_vertex_elements(st->cso_context, 2, st->velems_util_draw);
cso_set_stream_outputs(st->cso_context, 0, NULL, NULL);
cso_set_sample_mask(st->cso_context, ~0);
+ cso_set_min_samples(st->cso_context, 1);
cso_set_rasterizer(st->cso_context, &st->clear.raster);
/* viewport state: viewport matching window dims */
cso_restore_depth_stencil_alpha(st->cso_context);
cso_restore_rasterizer(st->cso_context);
cso_restore_sample_mask(st->cso_context);
+ cso_restore_min_samples(st->cso_context);
cso_restore_viewport(st->cso_context);
cso_restore_fragment_shader(st->cso_context);
cso_restore_vertex_shader(st->cso_context);
{ o(OES_standard_derivatives), PIPE_CAP_SM3 },
{ o(ARB_texture_cube_map_array), PIPE_CAP_CUBE_MAP_ARRAY },
{ o(ARB_texture_multisample), PIPE_CAP_TEXTURE_MULTISAMPLE },
- { o(ARB_texture_query_lod), PIPE_CAP_TEXTURE_QUERY_LOD }
+ { o(ARB_texture_query_lod), PIPE_CAP_TEXTURE_QUERY_LOD },
+ { o(ARB_sample_shading), PIPE_CAP_SAMPLE_SHADING },
};
/* Required: render target and sampler support */
static unsigned mesa_sysval_to_semantic[SYSTEM_VALUE_MAX] = {
TGSI_SEMANTIC_FACE,
TGSI_SEMANTIC_VERTEXID,
- TGSI_SEMANTIC_INSTANCEID
+ TGSI_SEMANTIC_INSTANCEID,
+ TGSI_SEMANTIC_SAMPLEID,
+ TGSI_SEMANTIC_SAMPLEPOS,
};
/**
break;
case TGSI_PROCESSOR_FRAGMENT:
- if (dst_reg->index >= FRAG_RESULT_COLOR) {
+ if (dst_reg->index == FRAG_RESULT_COLOR ||
+ dst_reg->index >= FRAG_RESULT_DATA0) {
dst = ureg_saturate(dst);
}
break;
TGSI_SEMANTIC_COLOR,
outputSemanticIndex[i]);
break;
+ case TGSI_SEMANTIC_SAMPLEMASK:
+ t->outputs[i] = ureg_DECL_output(ureg,
+ TGSI_SEMANTIC_SAMPLEMASK,
+ outputSemanticIndex[i]);
+ /* TODO: If we ever support more than 32 samples, this will have
+ * to become an array.
+ */
+ t->outputs[i] = ureg_writemask(t->outputs[i], TGSI_WRITEMASK_X);
+ break;
default:
assert(!"fragment shader outputs must be POSITION/STENCIL/COLOR");
ret = PIPE_ERROR_BAD_INPUT;
/* handle remaining outputs (color) */
for (attr = 0; attr < FRAG_RESULT_MAX; attr++) {
if (outputsWritten & BITFIELD64_BIT(attr)) {
+ int semantic = TGSI_SEMANTIC_COLOR;
switch (attr) {
case FRAG_RESULT_DEPTH:
case FRAG_RESULT_STENCIL:
assert(0);
break;
case FRAG_RESULT_COLOR:
- write_all = GL_TRUE; /* fallthrough */
- default:
- assert(attr == FRAG_RESULT_COLOR ||
- (FRAG_RESULT_DATA0 <= attr && attr < FRAG_RESULT_MAX));
- fs_output_semantic_name[fs_num_outputs] = TGSI_SEMANTIC_COLOR;
- fs_output_semantic_index[fs_num_outputs] = numColors;
- outputMapping[attr] = fs_num_outputs;
- numColors++;
+ write_all = GL_TRUE;
+ break;
+ case FRAG_RESULT_SAMPLE_MASK:
+ semantic = TGSI_SEMANTIC_SAMPLEMASK;
break;
}
+ assert(attr == FRAG_RESULT_COLOR ||
+ attr == FRAG_RESULT_SAMPLE_MASK ||
+ (FRAG_RESULT_DATA0 <= attr && attr < FRAG_RESULT_MAX));
+ fs_output_semantic_name[fs_num_outputs] = semantic;
+ fs_output_semantic_index[fs_num_outputs] = numColors;
+ outputMapping[attr] = fs_num_outputs;
+ numColors++;
+
fs_num_outputs++;
}
}