From a5660bf1f879ba69a750c2ef3a90efb14e037625 Mon Sep 17 00:00:00 2001 From: Jason Ekstrand Date: Wed, 4 May 2016 15:53:04 -0700 Subject: [PATCH] i965/blorp: Don't blend integer values during MSAA resolves Reviewed-by: Matt Turner --- src/mesa/drivers/dri/i965/brw_blorp_blit.cpp | 30 +++++++++++++------- 1 file changed, 19 insertions(+), 11 deletions(-) diff --git a/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp b/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp index ab2ceecde41..dd22e6d7843 100644 --- a/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp +++ b/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp @@ -1351,6 +1351,8 @@ brw_blorp_blit_program::manual_blend_average(unsigned num_samples) 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 @@ -1419,8 +1421,7 @@ brw_blorp_blit_program::manual_blend_average(unsigned num_samples) /* 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)); @@ -1431,14 +1432,12 @@ brw_blorp_blit_program::manual_blend_average(unsigned num_samples) /* 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) @@ -2019,8 +2018,17 @@ brw_blorp_blit_miptrees(struct brw_context *brw, 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; } -- 2.30.2