[Mesa-dev] [PATCH] mesa/meta: Use interpolateAtSample for 16x MSAA copy blit

Ilia Mirkin imirkin at alum.mit.edu
Mon Sep 28 11:28:23 PDT 2015


A couple of fairly generic comments:

- It is not at all clear to me why it's OK to interpolate at sample 0
-- this was previously interpolated at the sample, but apparently it
doesn't matter where it's interpolated? Why not? [A future reader of
the code might have a similar question.]
- I think that it should be possible to force interpolating at pixel
center -- by having any varying with the 'sample' keyword, all the
other ones don't end up getting per-sample interpolated. Not 100% sure
though.


On Mon, Sep 28, 2015 at 2:00 PM, 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 interpolateAtSample 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
> sample 0 which is assumed not to be one of these problematic
> positions.
>
> This fixes ext_framebuffer_multisample-unaligned-blit and
> ext_framebuffer_multisample-clip-and-scissor-blit with 16x MSAA on
> SKL+.
> ---
>  src/mesa/drivers/common/meta_blit.c | 65 ++++++++++++++++++++++++++++++-------
>  1 file changed, 53 insertions(+), 12 deletions(-)
>
> diff --git a/src/mesa/drivers/common/meta_blit.c b/src/mesa/drivers/common/meta_blit.c
> index 1f9515a..60c7c4f 100644
> --- a/src/mesa/drivers/common/meta_blit.c
> +++ b/src/mesa/drivers/common/meta_blit.c
> @@ -352,17 +352,27 @@ 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 *arb_sample_shading_extension_string;
> +      const char *extra_extensions;
> +      const char *tex_coords = "texCoords";
>
>        if (dst_is_msaa) {
> -         arb_sample_shading_extension_string = "#extension GL_ARB_sample_shading : enable";
>           sample_index = "gl_SampleID";
>           name = "depth MSAA copy";
> +
> +         if (ctx->Extensions.ARB_gpu_shader5 && samples >= 16) {
> +            extra_extensions =
> +               "#extension GL_ARB_sample_shading : enable\n"
> +               "#extension GL_ARB_gpu_shader5 : enable\n";
> +            /* See comment below for the color copy */
> +            tex_coords = "interpolateAtSample(texCoords, 0)";
> +         } else {
> +            extra_extensions = "#extension GL_ARB_sample_shading : enable";
> +         }
>        } else {
> -         /* Don't need that extension, since we're drawing to a single-sampled
> -          * destination.
> +         /* Don't need any extra extensions, since we're drawing to a
> +          * single-sampled destination.
>            */
> -         arb_sample_shading_extension_string = "";
> +         extra_extensions = "";
>           /* From the GL 4.3 spec:
>            *
>            *     "If there is a multisample buffer (the value of SAMPLE_BUFFERS
> @@ -399,27 +409,58 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
>                                    "\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",
> -                                  arb_sample_shading_extension_string,
> +                                  extra_extensions,
>                                    sampler_array_suffix,
>                                    texcoord_type,
>                                    texcoord_type,
> +                                  tex_coords,
>                                    sample_index);
>     } else {
>        /* You can create 2D_MULTISAMPLE textures with 0 sample count (meaning 1
>         * sample).  Yes, this is ridiculous.
>         */
>        char *sample_resolve;
> -      const char *arb_sample_shading_extension_string;
> +      const char *extra_extensions;
>        const char *merge_function;
>        name = ralloc_asprintf(mem_ctx, "%svec4 MSAA %s",
>                               vec4_prefix,
>                               dst_is_msaa ? "copy" : "resolve");
>
>        if (dst_is_msaa) {
> -         arb_sample_shading_extension_string = "#extension GL_ARB_sample_shading : enable";
> -         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 interpolateAtSample is available then it will be used to
> +             * force the interpolation to a particular sample. 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. It is assumed that
> +             * sample 0 isn't one of these positions.
> +             */
> +            extra_extensions =
> +               "#extension GL_ARB_sample_shading : enable\n"
> +               "#extension GL_ARB_gpu_shader5 : enable\n";
> +            tex_coords = "interpolateAtSample(texCoords, 0)";
> +         } else {
> +            extra_extensions = "#extension GL_ARB_sample_shading : enable";
> +            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;
> @@ -434,7 +475,7 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
>                 "vec4 merge(vec4 a, vec4 b) { return (a + b); }\n";
>           }
>
> -         arb_sample_shading_extension_string = "";
> +         extra_extensions = "";
>
>           /* We're assuming power of two samples for this resolution procedure.
>            *
> @@ -502,7 +543,7 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
>                                    "{\n"
>                                    "%s\n" /* sample_resolve */
>                                    "}\n",
> -                                  arb_sample_shading_extension_string,
> +                                  extra_extensions,
>                                    vec4_prefix,
>                                    vec4_prefix,
>                                    sampler_array_suffix,
> --
> 1.9.3
>
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