if (cso->samples != samples) {
ice->state.dirty |= IRIS_DIRTY_MULTISAMPLE;
+
+ /* We need to toggle 3DSTATE_PS::32 Pixel Dispatch Enable */
+ if (GEN_GEN >= 9 && (cso->samples == 16 || samples == 16))
+ ice->state.dirty |= IRIS_DIRTY_FS;
}
if (cso->nr_cbufs != state->nr_cbufs) {
wm_prog_data->uses_pos_offset ? POSOFFSET_SAMPLE : POSOFFSET_NONE;
ps._8PixelDispatchEnable = wm_prog_data->dispatch_8;
ps._16PixelDispatchEnable = wm_prog_data->dispatch_16;
- ps._32PixelDispatchEnable = wm_prog_data->dispatch_32;
-
- // XXX: Disable SIMD32 with 16x MSAA
+ /* ps._32PixelDispatchEnable is filled in at draw time. */
ps.DispatchGRFStartRegisterForConstantSetupData0 =
brw_wm_prog_data_dispatch_grf_start_reg(wm_prog_data, ps, 0);
}
#if GEN_GEN >= 9
if (stage == MESA_SHADER_FRAGMENT && wm_prog_data->uses_sample_mask) {
+ uint32_t *shader_ps = (uint32_t *) shader->derived_data;
+ uint32_t *shader_psx = shader_ps + GENX(3DSTATE_PS_length);
+ uint32_t ps_state[GENX(3DSTATE_PS_length)] = {0};
uint32_t psx_state[GENX(3DSTATE_PS_EXTRA_length)] = {0};
- uint32_t *shader_psx = ((uint32_t*)shader->derived_data) +
- GENX(3DSTATE_PS_length);
struct iris_rasterizer_state *cso = ice->state.cso_rast;
+ struct pipe_framebuffer_state *cso_fb = &ice->state.framebuffer;
+
+ /* The docs for 3DSTATE_PS::32 Pixel Dispatch Enable say:
+ *
+ * "When NUM_MULTISAMPLES = 16 or FORCE_SAMPLE_COUNT = 16,
+ * SIMD32 Dispatch must not be enabled for PER_PIXEL dispatch
+ * mode."
+ *
+ * 16x MSAA only exists on Gen9+, so we can skip this on Gen8.
+ */
+ iris_pack_command(GENX(3DSTATE_PS), &ps_state, ps) {
+ ps._32PixelDispatchEnable = wm_prog_data->dispatch_32 &&
+ (cso_fb->samples != 16 || wm_prog_data->persample_dispatch);
+ }
iris_pack_command(GENX(3DSTATE_PS_EXTRA), &psx_state, psx) {
if (wm_prog_data->post_depth_coverage)
psx.InputCoverageMaskState = ICMS_NORMAL;
}
- iris_batch_emit(batch, shader->derived_data,
- sizeof(uint32_t) * GENX(3DSTATE_PS_length));
+ iris_emit_merge(batch, shader_ps, ps_state,
+ GENX(3DSTATE_PS_length));
iris_emit_merge(batch,
shader_psx,
psx_state,