<div dir="ltr"><div>Hi,</div><div><br></div><div>llvmpipe could implement line and polygon smoothing by rasterizing in MSAA and passing the coverage to SampleMaskIn in the fragment shader, but doing Z/S tests and color writes and everything else single-sampled. Then, FragColor.a *= bitcount(SampleMaskIn) / (float)num_samples. It's roughly what OpenGL requires. There is at least one other gallium driver that does that.</div><div><br></div><div>Marek<br></div></div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Mon, Jan 4, 2021 at 3:02 PM Brian Paul <<a href="mailto:brianp@vmware.com">brianp@vmware.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">Hi Andreas,<br>
<br>
I'm forwarding your message to the mesa-dev list for better visibility.<br>
<br>
BTW, when you say "antialiasing" below, what exactly do you mean?<br>
<br>
-Brian<br>
<br>
<br>
-------- Forwarded Message --------<br>
Subject: [Mesa-users] Issues with removal of classic OSMesa<br>
Date: Thu, 31 Dec 2020 12:56:04 +0100<br>
From: Andreas Fänger <<a href="mailto:a.faenger@e-sign.com" target="_blank">a.faenger@e-sign.com</a>><br>
To: <a href="mailto:mesa-users@lists.freedesktop.org" target="_blank">mesa-users@lists.freedesktop.org</a><br>
<br>
Hi,<br>
<br>
I've just seen that classic OSMesa has been removed (again) from Mesa3D <br>
a few weeks ago with this commit "mesa: Retire classic OSMesa".<br>
<br>
We are still actively using classical OSMesa for high quality rendering <br>
of still images in a headless environment with no GPU support <br>
(server-based rendering on windows and linux)<br>
<br>
Unfortunately, none of the alternative software renderers provide all <br>
the features that we require, which is antialiasing and anisotropic <br>
filtering. The current state is (correct me if I'm wrong)<br>
<br>
* softpipe: anisotropic filtering is supported, no antialiasing<br>
<br>
* llvmpipe: no anisotropic filtering, has MSAA<br>
<br>
* openswr: no anisotropic filtering, has MSAA, no OSMesa interface (?)<br>
<br>
We had hoped that classical OSMesa is only removed when there is a full <br>
replacement after the discussions in 2016 when OSMesa was about to be <br>
removed for the first time<br>
<br>
<a href="https://lists.freedesktop.org/archives/mesa-dev/2016-March/109665.html" rel="noreferrer" target="_blank">https://lists.freedesktop.org/archives/mesa-dev/2016-March/109665.html</a><br>
<br>
<a href="https://lists.freedesktop.org/archives/mesa-users/2016-March/001132.html" rel="noreferrer" target="_blank">https://lists.freedesktop.org/archives/mesa-users/2016-March/001132.html</a><br>
<br>
and the commit that reverted the removal<br>
<br>
<a href="http://cgit.freedesktop.org/mesa/mesa/commit/?id=9601815b4be886f4d92bf74916de98f3bdb7275c" rel="noreferrer" target="_blank">http://cgit.freedesktop.org/mesa/mesa/commit/?id=9601815b4be886f4d92bf74916de98f3bdb7275c</a><br>
<br>
Are there any plans to enhance the renderers so that at least one of <br>
them is providing both anisotropic filtering and antialiasing?<br>
<br>
As far as I know, anisotropic texture filtering is also one of the <br>
OpenGL 4.6 requirements.<br>
<br>
In 2016 I was told that there are only very few developers involved in <br>
llvmpipe and that chances are not high that someone is going to port the <br>
softpipe anisotropic filtering implementation as llvmpipe is much more <br>
complex. Is there any change in that situation?<br>
<br>
If there are no such plans, is there any chance of reverting this commit <br>
again so that classical OSMesa is available for windows and linux in <br>
mesa >20?<br>
<br>
Regards,<br>
<br>
Andreas Fänger<br>
<br>
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</blockquote></div>