[Mesa-dev] [PATCH 11/12] meta: Support 16x MSAA in the multisample scaled blit shader
Ben Widawsky
ben at bwidawsk.net
Tue Sep 22 16:43:25 PDT 2015
On Thu, Sep 17, 2015 at 05:00:13PM +0100, Neil Roberts wrote:
> I'm not too sure about the expression used to index into sample_map in
> the shader. It looks like if fract(coord.x) and fract(coord.y) are
> close to 1.0 then it would index outside of the array. However the
> code for 4 and 8 has the same problem and the results seems to look
> reasonable. It might make more sense to change it to something like
> this:
>
> sample_map[int(4 * fract(coord.x)) + 4 * int(fract(coord.y) * 4)]
> ---
> src/mesa/drivers/common/meta.h | 2 ++
> src/mesa/drivers/common/meta_blit.c | 8 ++++++--
> src/mesa/drivers/dri/i965/gen6_multisample_state.c | 14 ++++++++++++++
> src/mesa/main/mtypes.h | 15 ++++++++++++++-
> 4 files changed, 36 insertions(+), 3 deletions(-)
>
> diff --git a/src/mesa/drivers/common/meta.h b/src/mesa/drivers/common/meta.h
> index fe43915..e42ddc8 100644
> --- a/src/mesa/drivers/common/meta.h
> +++ b/src/mesa/drivers/common/meta.h
> @@ -285,9 +285,11 @@ enum blit_msaa_shader {
> BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_SCALED_RESOLVE,
> BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_SCALED_RESOLVE,
> BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_SCALED_RESOLVE,
> + BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_SCALED_RESOLVE,
> BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_SCALED_RESOLVE,
> BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_SCALED_RESOLVE,
> BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_SCALED_RESOLVE,
> + BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_SCALED_RESOLVE,
> BLIT_MSAA_SHADER_COUNT,
> };
>
> diff --git a/src/mesa/drivers/common/meta_blit.c b/src/mesa/drivers/common/meta_blit.c
> index a41fe42..b545c37 100644
> --- a/src/mesa/drivers/common/meta_blit.c
> +++ b/src/mesa/drivers/common/meta_blit.c
> @@ -86,8 +86,8 @@ setup_glsl_msaa_blit_scaled_shader(struct gl_context *ctx,
> while (samples >> (shader_offset + 1)) {
> shader_offset++;
> }
> - /* Update the assert if we plan to support more than 8X MSAA. */
> - assert(shader_offset > 0 && shader_offset < 4);
> + /* Update the assert if we plan to support more than 16X MSAA. */
> + assert(shader_offset > 0 && shader_offset <= 4);
>
> assert(target == GL_TEXTURE_2D_MULTISAMPLE ||
> target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY);
> @@ -132,6 +132,10 @@ setup_glsl_msaa_blit_scaled_shader(struct gl_context *ctx,
> sample_number = "sample_map[int(2 * fract(coord.x) + 8 * fract(coord.y))]";
> sample_map = ctx->Const.SampleMap8x;
> break;
> + case 16:
> + sample_number = "sample_map[int(4 * fract(coord.x) + 16 * fract(coord.y))]";
> + sample_map = ctx->Const.SampleMap16x;
> + break;
> default:
> sample_number = NULL;
> sample_map = NULL;
> diff --git a/src/mesa/drivers/dri/i965/gen6_multisample_state.c b/src/mesa/drivers/dri/i965/gen6_multisample_state.c
> index 49c6eba..8eb620d 100644
> --- a/src/mesa/drivers/dri/i965/gen6_multisample_state.c
> +++ b/src/mesa/drivers/dri/i965/gen6_multisample_state.c
> @@ -91,6 +91,17 @@ gen6_get_sample_position(struct gl_context *ctx,
> * | 6 | 7 | | 7 | 1 |
> * --------- ---------
> *
> + * 16X MSAA sample index layout 16x MSAA sample number layout
> + * ----------------- -----------------
> + * | 0 | 1 | 2 | 3 | |15 |10 | 9 | 7 |
> + * ----------------- -----------------
> + * | 4 | 5 | 6 | 7 | | 4 | 1 | 3 |13 |
> + * ----------------- -----------------
> + * | 8 | 9 |10 |11 | |12 | 2 | 0 | 6 |
> + * ----------------- -----------------
> + * |12 |13 |14 |15 | |11 | 8 | 5 |14 |
> + * ----------------- -----------------
> + *
> * A sample map is used to map sample indices to sample numbers.
> */
> void
> @@ -99,10 +110,13 @@ gen6_set_sample_maps(struct gl_context *ctx)
> uint8_t map_2x[2] = {0, 1};
> uint8_t map_4x[4] = {0, 1, 2, 3};
> uint8_t map_8x[8] = {5, 2, 4, 6, 0, 3, 7, 1};
> + uint8_t map_16x[16] = { 15, 10, 9, 7, 4, 1, 3, 13,
> + 12, 2, 0, 6, 11, 8, 5, 14 };
>
> memcpy(ctx->Const.SampleMap2x, map_2x, sizeof(map_2x));
> memcpy(ctx->Const.SampleMap4x, map_4x, sizeof(map_4x));
> memcpy(ctx->Const.SampleMap8x, map_8x, sizeof(map_8x));
> + memcpy(ctx->Const.SampleMap16x, map_16x, sizeof(map_16x));
> }
>
> /**
> diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
> index fac45aa..e0a06f4 100644
> --- a/src/mesa/main/mtypes.h
> +++ b/src/mesa/main/mtypes.h
> @@ -3550,11 +3550,24 @@ struct gl_constants
> * below:
> * SampleMap8x = {a, b, c, d, e, f, g, h};
> *
> - * Follow the logic for other sample counts.
> + * Follow the logic for sample counts 2-8.
> + *
> + * For 16x the sample indices layout as a 4x4 grid as follows:
> + *
> + * -----------------
> + * | 0 | 1 | 2 | 3 |
> + * -----------------
> + * | 4 | 5 | 6 | 7 |
> + * -----------------
> + * | 8 | 9 |10 |11 |
> + * -----------------
> + * |12 |13 |14 |15 |
> + * -----------------
> */
> uint8_t SampleMap2x[2];
> uint8_t SampleMap4x[4];
> uint8_t SampleMap8x[8];
> + uint8_t SampleMap16x[16];
>
> /** GL_ARB_shader_atomic_counters */
> GLuint MaxAtomicBufferBindings;
btw, I noticed in this area of the code that the calculation for shader_offset
is pretty crappy. You could just do:
shader_offset = ffs(samples) - 1;
Reviewed-by: Ben Widawsky <ben at bwidawsk.net>
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