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      1 /**************************************************************************
      2  *
      3  * Copyright 2010 VMware, Inc.
      4  * All Rights Reserved.
      5  *
      6  * Permission is hereby granted, free of charge, to any person obtaining a
      7  * copy of this software and associated documentation files (the
      8  * "Software"), to deal in the Software without restriction, including
      9  * without limitation the rights to use, copy, modify, merge, publish,
     10  * distribute, sub license, and/or sell copies of the Software, and to
     11  * permit persons to whom the Software is furnished to do so, subject to
     12  * the following conditions:
     13  *
     14  * The above copyright notice and this permission notice (including the
     15  * next paragraph) shall be included in all copies or substantial portions
     16  * of the Software.
     17  *
     18  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
     19  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
     20  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
     21  * IN NO EVENT SHALL THE AUTHORS AND/OR ITS SUPPLIERS BE LIABLE FOR
     22  * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
     23  * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
     24  * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
     25  *
     26  **************************************************************************/
     27 
     28 
     29 #include "st_context.h"
     30 #include "pipe/p_screen.h"
     31 #include "pipe/p_context.h"
     32 #include "st_atom.h"
     33 #include "st_program.h"
     34 
     35 #include "cso_cache/cso_context.h"
     36 #include "main/framebuffer.h"
     37 
     38 
     39 /* Update the sample mask for MSAA.
     40  */
     41 void
     42 st_update_sample_mask(struct st_context *st)
     43 {
     44    unsigned sample_mask = 0xffffffff;
     45    unsigned sample_count = st->state.fb_num_samples;
     46 
     47    if (_mesa_is_multisample_enabled(st->ctx) && sample_count > 1) {
     48       /* unlike in gallium/d3d10 the mask is only active if msaa is enabled */
     49       if (st->ctx->Multisample.SampleCoverage) {
     50          unsigned nr_bits = (unsigned)
     51             (st->ctx->Multisample.SampleCoverageValue * (float) sample_count);
     52          /* there's lot of ways how to do this. We just use first few bits,
     53           * since we have no knowledge of sample positions here. When
     54           * app-supplied mask though is used too might need to be smarter.
     55           * Also, there's an interface restriction here in theory it is
     56           * encouraged this mask not be the same at each pixel.
     57           */
     58          sample_mask = (1 << nr_bits) - 1;
     59          if (st->ctx->Multisample.SampleCoverageInvert)
     60             sample_mask = ~sample_mask;
     61       }
     62       if (st->ctx->Multisample.SampleMask)
     63          sample_mask &= st->ctx->Multisample.SampleMaskValue;
     64    }
     65 
     66    cso_set_sample_mask(st->cso_context, sample_mask);
     67 }
     68 
     69 
     70 void
     71 st_update_sample_shading(struct st_context *st)
     72 {
     73    if (!st->fp)
     74       return;
     75 
     76    if (!st->ctx->Extensions.ARB_sample_shading)
     77       return;
     78 
     79    cso_set_min_samples(st->cso_context,
     80          _mesa_get_min_invocations_per_fragment(st->ctx, &st->fp->Base, false));
     81 }
     82