x11/dri3: Don't open-code ARRAY_SIZE
[mesa.git] / docs / specs / EXT_shader_samples_identical.txt
1 Name
2
3 EXT_shader_samples_identical
4
5 Name Strings
6
7 GL_EXT_shader_samples_identical
8
9 Contact
10
11 Ian Romanick, Intel (ian.d.romanick 'at' intel.com)
12
13 Contributors
14
15 Chris Forbes, Mesa
16 Magnus Wendt, Intel
17 Neil S. Roberts, Intel
18 Graham Sellers, AMD
19
20 Status
21
22 XXX - Not complete yet.
23
24 Version
25
26 Last Modified Date: November 19, 2015
27 Revision: 6
28
29 Number
30
31 TBD
32
33 Dependencies
34
35 OpenGL 3.2, or OpenGL ES 3.1, or ARB_texture_multisample is required.
36
37 This extension is written against the OpenGL 4.5 (Core Profile)
38 Specification
39
40 Overview
41
42 Multisampled antialiasing has become a common method for improving the
43 quality of rendered images. Multisampling differs from supersampling in
44 that the color of a primitive that covers all or part of a pixel is
45 resolved once, regardless of the number of samples covered. If a large
46 polygon is rendered, the colors of all samples in each interior pixel will
47 be the same. This suggests a simple compression scheme that can reduce
48 the necessary memory bandwidth requirements. In one such scheme, each
49 sample is stored in a separate slice of the multisample surface. An
50 additional multisample control surface (MCS) contains a mapping from pixel
51 samples to slices.
52
53 If all the values stored in the MCS for a particular pixel are the same,
54 then all the samples have the same value. Applications can take advantage
55 of this information to reduce the bandwidth of reading multisample
56 textures. A custom multisample resolve filter could optimize resolving
57 pixels where every sample is identical by reading the color once.
58
59 color = texelFetch(sampler, coordinate, 0);
60 if (!textureSamplesIdenticalEXT(sampler, coordinate)) {
61 for (int i = 1; i < MAX_SAMPLES; i++) {
62 vec4 c = texelFetch(sampler, coordinate, i);
63
64 //... accumulate c into color
65
66 }
67 }
68
69 New Procedures and Functions
70
71 None.
72
73 New Tokens
74
75 None.
76
77 Additions to the OpenGL 4.5 (Core Profile) Specification
78
79 None.
80
81 Modifications to The OpenGL Shading Language Specification, Version 4.50.5
82
83 Including the following line in a shader can be used to control the
84 language features described in this extension:
85
86 #extension GL_EXT_shader_samples_identical
87
88 A new preprocessor #define is added to the OpenGL Shading Language:
89
90 #define GL_EXT_shader_samples_identical
91
92 Add to the table in section 8.7 "Texture Lookup Functions"
93
94 Syntax:
95
96 bool textureSamplesIdenticalEXT(gsampler2DMS sampler, ivec2 coord)
97
98 bool textureSamplesIdenticalEXT(gsampler2DMSArray sampler,
99 ivec3 coord)
100
101 Description:
102
103 Returns true if it can be determined that all samples within the texel
104 of the multisample texture bound to <sampler> at <coord> contain the
105 same values or false if this cannot be determined."
106
107 Additions to the AGL/EGL/GLX/WGL Specifications
108
109 None
110
111 Errors
112
113 None
114
115 New State
116
117 None
118
119 New Implementation Dependent State
120
121 None
122
123 Issues
124
125 1) What should the new functions be called?
126
127 RESOLVED: textureSamplesIdenticalEXT. Initially
128 textureAllSamplesIdenticalEXT was considered, but
129 textureSamplesIdenticalEXT is more similar to the existing textureSamples
130 function.
131
132 2) It seems like applications could implement additional optimization if
133 they were provided with raw MCS data. Should this extension also
134 provide that data?
135
136 There are a number of challenges in providing raw MCS data. The biggest
137 problem being that the amount of MCS data depends on the number of
138 samples, and that is not known at compile time. Additionally, without new
139 texelFetch functions, applications would have difficulty utilizing the
140 information.
141
142 Another option is to have a function that returns an array of tuples of
143 sample number and count. This also has difficulties with the maximum
144 array size not being known at compile time.
145
146 RESOLVED: Do not expose raw MCS data in this extension.
147
148 3) Should this extension also extend SPIR-V?
149
150 RESOLVED: Yes, but this has not yet been written.
151
152 4) Is it possible for textureSamplesIdenticalEXT to report false negatives?
153
154 RESOLVED: Yes. It is possible that the underlying hardware may not detect
155 that separate writes of the same color to different samples of a pixel are
156 the same. The shader function is at the whim of the underlying hardware
157 implementation. It is also possible that a compressed multisample surface
158 is not used. In that case the function will likely always return false.
159
160 Revision History
161
162 Rev Date Author Changes
163 --- ---------- -------- ---------------------------------------------
164 1 2014/08/20 cforbes Initial version
165 2 2015/10/23 idr Change from MESA to EXT. Rebase on OpenGL 4.5,
166 and add dependency on OpenGL ES 3.1. Initial
167 draft of overview section and issues 1 through
168 3.
169 3 2015/10/27 idr Typo fixes.
170 4 2015/11/10 idr Rename extension from EXT_shader_multisample_compression
171 to EXT_shader_samples_identical.
172 Add issue #4.
173 5 2015/11/18 idr Fix some typos spotted by gsellers. Change the
174 name of the name of the function to
175 textureSamplesIdenticalEXT.
176 6 2015/11/19 idr Fix more typos spotted by Nicolai Hähnle.