[Mesa-dev] [PATCH 20/22] meta/blit: Don't dynamically select the MSAA "emit" function
Ian Romanick
idr at freedesktop.org
Mon Feb 22 21:15:33 UTC 2016
On 02/19/2016 01:55 AM, Iago Toral wrote:
> On Wed, 2016-02-17 at 17:58 -0800, Ian Romanick wrote:
>> From: Ian Romanick <ian.d.romanick at intel.com>
>>
>> Just include all 3 versions in the shader. The GLSL type system will
>> pick the correct one. This simplifies the code a bit, and it helps pave
>> the way for additional simplifications.
>>
>> For vec4 outputs, we have to make out_color not be a shader output.
>> Otherwise the shader will fail to compile due to static writes to both a
>> user-defined output and gl_FragColor. This is pretty ugly, and I think
>> it should be fixed by not writing to gl_FragColor... but that has its
>> own challenges.
>
> I am a bit confused by this last paragraph, isn't this issue fixed in
> patch 18?
Yes... that whole paragraph is a left-over. I'll remove it.
>> Signed-off-by: Ian Romanick <ian.d.romanick at intel.com>
>> ---
>> src/mesa/drivers/common/meta_blit.c | 23 +++++++++--------------
>> 1 file changed, 9 insertions(+), 14 deletions(-)
>>
>> diff --git a/src/mesa/drivers/common/meta_blit.c b/src/mesa/drivers/common/meta_blit.c
>> index 72428f9..355c937 100644
>> --- a/src/mesa/drivers/common/meta_blit.c
>> +++ b/src/mesa/drivers/common/meta_blit.c
>> @@ -550,19 +550,6 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
>> }
>> }
>>
>> - /* Scale the final result. */
>> - if (src_datatype == GL_UNSIGNED_INT || src_datatype == GL_INT) {
>> - ralloc_asprintf_append(&sample_resolve,
>> - " for (int i = 0; i < out_color.length(); i++)\n"
>> - " out_color[i] = sample_%d_0;\n",
>> - samples);
>> - } else {
>> - ralloc_asprintf_append(&sample_resolve,
>> - " for (int i = 0; i < out_color.length(); i++)\n"
>> - " out_color[i] = sample_%d_0 / %f;\n",
>> - samples, (float)samples);
>> - }
>> -
>> fs_source = ralloc_asprintf(mem_ctx,
>> "#version 130\n"
>> "#extension GL_ARB_texture_multisample: require\n"
>> @@ -575,17 +562,25 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
>> "ivec4 merge(ivec4 a, ivec4 b) { return (a >> 1) + (b >> 1) + (a & b & 1); }\n"
>> /* The divide will happen at the end for floats. */
>> "vec4 merge(vec4 a, vec4 b) { return a + b; }\n"
>> + "void emit2(gvec4 s) { for (int i = 0; i < out_color.length(); i++) out_color[i] = s; }\n"
>> + "void emit(ivec4 s) { emit2(gvec4(s)); }\n"
>> + "void emit(uvec4 s) { emit2(gvec4(s)); }\n"
>> + /* Scale the final result. */
>> + "void emit(vec4 s) { emit2(gvec4(s / %f)); }\n"
>> "\n"
>> "void main()\n"
>> "{\n"
>> "%s\n" /* sample_resolve */
>> + " emit(sample_%d_0);\n"
>> "}\n",
>> vec4_prefix,
>> vec4_prefix,
>> sampler_array_suffix,
>> texcoord_type,
>> drawFb->_NumColorDrawBuffers,
>> - sample_resolve);
>> + (float) samples,
>> + sample_resolve,
>> + samples);
>> }
>>
>> vs_source = ralloc_asprintf(mem_ctx,
>
>
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