[Mesa-dev] [PATCH v3 2/2] mesa/meta: Use interpolateAtOffset for 16x MSAA copy blit
Anuj Phogat
anuj.phogat at gmail.com
Wed Nov 4 14:46:26 PST 2015
On Thu, Oct 22, 2015 at 2:34 AM, Neil Roberts <neil at linux.intel.com> wrote:
> Previously there was a problem in i965 where if 16x MSAA is used then
> some of the sample positions are exactly on the 0 x or y axis. When
> the MSAA copy blit shader interpolates the texture coordinates at
> these sample positions it was possible that it would jump to a
> neighboring texel due to rounding errors. It is likely that these
> positions would be used on 16x MSAA because that is where they are
> defined to be in D3D.
>
> To fix that this patch makes it use interpolateAtOffset in the blit
> shader whenever 16x MSAA is used and the GL_ARB_gpu_shader5 extension
> is available. This forces it to interpolate the texture coordinates at
> the pixel center to avoid these problematic positions.
>
> This fixes ext_framebuffer_multisample-unaligned-blit and
> ext_framebuffer_multisample-clip-and-scissor-blit with 16x MSAA on
> SKL+.
>
> v2: Use interpolateAtOffset instead of interpolateAtSample
> v3: Always try to enable GL_ARB_gpu_shader5 in the shader
> [Ian Romanick]
> ---
> src/mesa/drivers/common/meta_blit.c | 39 +++++++++++++++++++++++++++++++++++--
> 1 file changed, 37 insertions(+), 2 deletions(-)
>
> diff --git a/src/mesa/drivers/common/meta_blit.c b/src/mesa/drivers/common/meta_blit.c
> index 496ce45..4a2444a 100644
> --- a/src/mesa/drivers/common/meta_blit.c
> +++ b/src/mesa/drivers/common/meta_blit.c
> @@ -357,10 +357,16 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
> shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_DEPTH_COPY ||
> shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_COPY) {
> char *sample_index;
> + const char *tex_coords = "texCoords";
>
> if (dst_is_msaa) {
> sample_index = "gl_SampleID";
> name = "depth MSAA copy";
> +
> + if (ctx->Extensions.ARB_gpu_shader5 && samples >= 16) {
> + /* See comment below for the color copy */
> + tex_coords = "interpolateAtOffset(texCoords, vec2(0.0))";
> + }
> } else {
> /* From the GL 4.3 spec:
> *
> @@ -392,17 +398,19 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
> "#version 130\n"
> "#extension GL_ARB_texture_multisample : enable\n"
> "#extension GL_ARB_sample_shading : enable\n"
> + "#extension GL_ARB_gpu_shader5 : enable\n"
> "uniform sampler2DMS%s texSampler;\n"
> "in %s texCoords;\n"
> "out vec4 out_color;\n"
> "\n"
> "void main()\n"
> "{\n"
> - " gl_FragDepth = texelFetch(texSampler, i%s(texCoords), %s).r;\n"
> + " gl_FragDepth = texelFetch(texSampler, i%s(%s), %s).r;\n"
> "}\n",
> sampler_array_suffix,
> texcoord_type,
> texcoord_type,
> + tex_coords,
> sample_index);
> } else {
> /* You can create 2D_MULTISAMPLE textures with 0 sample count (meaning 1
> @@ -415,7 +423,33 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
> dst_is_msaa ? "copy" : "resolve");
>
> if (dst_is_msaa) {
> - sample_resolve = ralloc_asprintf(mem_ctx, " out_color = texelFetch(texSampler, i%s(texCoords), gl_SampleID);", texcoord_type);
> + const char *tex_coords;
> +
> + if (ctx->Extensions.ARB_gpu_shader5 && samples >= 16) {
> + /* If interpolateAtOffset is available then it will be used to
> + * force the interpolation to the center. This is required at
> + * least on Intel hardware because it is possible to have a sample
> + * position on the 0 x or y axis which means it will lie exactly
> + * on the pixel boundary. If we let the hardware interpolate the
> + * coordinates at one of these positions then it is possible for
> + * it to jump to a neighboring texel when converting to ints due
> + * to rounding errors. This is only done for >= 16x MSAA because
> + * it probably has some overhead. It is more likely that some
> + * hardware will use one of these problematic positions at 16x
> + * MSAA because in that case in D3D they are defined to be at
> + * these positions.
> + */
> + tex_coords = "interpolateAtOffset(texCoords, vec2(0.0))";
> + } else {
> + tex_coords = "texCoords";
> + }
> +
> + sample_resolve =
> + ralloc_asprintf(mem_ctx,
> + " out_color = texelFetch(texSampler, "
> + "i%s(%s), gl_SampleID);",
> + texcoord_type, tex_coords);
> +
> merge_function = "";
> } else {
> int i;
> @@ -486,6 +520,7 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
> "#version 130\n"
> "#extension GL_ARB_texture_multisample : enable\n"
> "#extension GL_ARB_sample_shading : enable\n"
> + "#extension GL_ARB_gpu_shader5 : enable\n"
> "#define gvec4 %svec4\n"
> "uniform %ssampler2DMS%s texSampler;\n"
> "in %s texCoords;\n"
> --
> 1.9.3
>
> _______________________________________________
> mesa-dev mailing list
> mesa-dev at lists.freedesktop.org
> http://lists.freedesktop.org/mailman/listinfo/mesa-dev
Looks good to me. I couldn't think of a better way to fix this problem.
Reviewed-by: Anuj Phogat <anuj.phogat at gmail.com>
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