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_context.h" 31 #include "st_atom.h" 32 33 #include "cso_cache/cso_context.h" 34 35 36 /* Second state atom for user clip planes: 37 */ 38 static void update_sample_mask( struct st_context *st ) 39 { 40 unsigned sample_mask = 0xffffffff; 41 unsigned sample_count = 1; 42 struct pipe_framebuffer_state *framebuffer = &st->state.framebuffer; 43 44 /* dependency here on bound surface (or rather, sample count) is worrying */ 45 if (framebuffer->zsbuf) 46 sample_count = framebuffer->zsbuf->texture->nr_samples; 47 else if (framebuffer->cbufs[0]) 48 sample_count = framebuffer->cbufs[0]->texture->nr_samples; 49 50 if (st->ctx->Multisample.Enabled && sample_count > 1) { 51 /* unlike in gallium/d3d10 the mask is only active if msaa is enabled */ 52 if (st->ctx->Multisample.SampleCoverage) { 53 unsigned nr_bits; 54 nr_bits = st->ctx->Multisample.SampleCoverageValue * (float)sample_count; 55 /* there's lot of ways how to do this. We just use first few bits, 56 since we have no knowledge of sample positions here. When 57 app-supplied mask though is used too might need to be smarter. 58 Also, there's a interface restriction here in theory it is 59 encouraged this mask not be the same at each pixel. */ 60 sample_mask = (1 << nr_bits) - 1; 61 if (st->ctx->Multisample.SampleCoverageInvert) 62 sample_mask = ~sample_mask; 63 } 64 /* TODO merge with app-supplied sample mask */ 65 } 66 67 /* mask off unused bits or don't care? */ 68 69 if (sample_mask != st->state.sample_mask) { 70 st->state.sample_mask = sample_mask; 71 cso_set_sample_mask(st->cso_context, sample_mask); 72 } 73 } 74 75 76 const struct st_tracked_state st_update_msaa = { 77 "st_update_msaa", /* name */ 78 { /* dirty */ 79 (_NEW_MULTISAMPLE | _NEW_BUFFERS), /* mesa */ 80 ST_NEW_FRAMEBUFFER, /* st */ 81 }, 82 update_sample_mask /* update */ 83 }; 84