i965/msaa: Treat GL_SAMPLES=1 as equivalent to GL_SAMPLES=0.
EXT_framebuffer_multisample is a required subpart of ARB_framebuffer_object, which means that we must support it even on platforms that don't support MSAA. Fortunately EXT_framebuffer_multisample allows for this by allowing GL_MAX_SAMPLES to be set to 1. This leads to a tricky quirk in the GL spec: since GlRenderbufferStorageMultisamples() accepts any value for its "samples" parameter up to and including GL_MAX_SAMPLES, that means that on platforms that don't support MSAA, GL_SAMPLES is allowed to be set to either 0 or 1. On platforms that do support MSAA, GL_SAMPLES=1 is not used; 0 means no MSAA, and 2 or higher means MSAA. In other words, GL_SAMPLES needs to be interpreted as follows: =0 no MSAA (possible on all platforms) =1 no MSAA (only possible on platforms where MSAA unsupported) >1 MSAA (only possible on platforms where MSAA supported) This patch modifies all MSAA-related code to choose between multisampling and single-sampling based on the condition (GL_SAMPLES > 1) instead of (GL_SAMPLES > 0) so that GL_SAMPLES=1 will be treated as "no MSAA". Note that since GL_SAMPLES=1 implies GL_SAMPLE_BUFFERS=1, we can no longer use GL_SAMPLE_BUFFERS to distinguish between MSAA and non-MSAA rendering. Reviewed-by: Jordan Justen <jordan.l.justen@intel.com> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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@ -1582,7 +1582,7 @@ inline intel_msaa_layout
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compute_msaa_layout_for_pipeline(struct brw_context *brw, unsigned num_samples,
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intel_msaa_layout true_layout)
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{
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if (num_samples == 0) {
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if (num_samples <= 1) {
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/* When configuring the GPU for non-MSAA, we can still accommodate IMS
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* format buffers, by transforming coordinates appropriately.
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*/
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@ -1652,7 +1652,7 @@ brw_blorp_blit_params::brw_blorp_blit_params(struct brw_context *brw,
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dst.num_samples = 0;
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}
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if (dst.map_stencil_as_y_tiled && dst.num_samples > 0) {
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if (dst.map_stencil_as_y_tiled && dst.num_samples > 1) {
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/* If the destination surface is a W-tiled multisampled stencil buffer
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* that we're mapping as Y tiled, then we need to arrange for the WM
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* program to run once per sample rather than once per pixel, because
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@ -1662,7 +1662,7 @@ brw_blorp_blit_params::brw_blorp_blit_params(struct brw_context *brw,
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wm_prog_key.persample_msaa_dispatch = true;
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}
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if (src.num_samples > 0 && dst.num_samples > 0) {
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if (src.num_samples > 0 && dst.num_samples > 1) {
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/* We are blitting from a multisample buffer to a multisample buffer, so
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* we must preserve samples within a pixel. This means we have to
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* arrange for the WM program to run once per sample rather than once
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@ -1679,7 +1679,7 @@ brw_blorp_blit_params::brw_blorp_blit_params(struct brw_context *brw,
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GLenum base_format = _mesa_get_format_base_format(src_mt->format);
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if (base_format != GL_DEPTH_COMPONENT && /* TODO: what about depth/stencil? */
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base_format != GL_STENCIL_INDEX &&
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src_mt->num_samples > 0 && dst_mt->num_samples == 0) {
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src_mt->num_samples > 1 && dst_mt->num_samples <= 1) {
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/* We are downsampling a color buffer, so blend. */
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wm_prog_key.blend = true;
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}
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@ -1717,7 +1717,7 @@ brw_blorp_blit_params::brw_blorp_blit_params(struct brw_context *brw,
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wm_push_consts.x_transform.setup(src_x0, dst_x0, dst_x1, mirror_x);
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wm_push_consts.y_transform.setup(src_y0, dst_y0, dst_y1, mirror_y);
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if (dst.num_samples == 0 && dst_mt->num_samples > 0) {
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if (dst.num_samples <= 1 && dst_mt->num_samples > 1) {
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/* We must expand the rectangle we send through the rendering pipeline,
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* to account for the fact that we are mapping the destination region as
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* single-sampled when it is in fact multisampled. We must also align
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@ -645,7 +645,7 @@ brw_get_surface_tiling_bits(uint32_t tiling)
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uint32_t
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brw_get_surface_num_multisamples(unsigned num_samples)
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{
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if (num_samples > 0)
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if (num_samples > 1)
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return BRW_SURFACE_MULTISAMPLECOUNT_4;
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else
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return BRW_SURFACE_MULTISAMPLECOUNT_1;
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@ -987,7 +987,7 @@ brw_update_null_renderbuffer_surface(struct brw_context *brw, unsigned int unit)
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surf = brw_state_batch(brw, AUB_TRACE_SURFACE_STATE,
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6 * 4, 32, &brw->wm.surf_offset[unit]);
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if (fb->Visual.samples > 0) {
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if (fb->Visual.samples > 1) {
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/* On Gen6, null render targets seem to cause GPU hangs when
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* multisampling. So work around this problem by rendering into dummy
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* color buffer.
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@ -415,7 +415,7 @@ gen6_blorp_emit_surface_state(struct brw_context *brw,
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uint32_t wm_surf_offset;
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uint32_t width, height;
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surface->get_miplevel_dims(&width, &height);
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if (surface->num_samples > 0) { /* TODO: seems clumsy */
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if (surface->num_samples > 1) { /* TODO: seems clumsy */
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width /= 2;
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height /= 2;
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}
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@ -685,7 +685,7 @@ gen6_blorp_emit_sf_config(struct brw_context *brw,
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1 << GEN6_SF_URB_ENTRY_READ_LENGTH_SHIFT |
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0 << GEN6_SF_URB_ENTRY_READ_OFFSET_SHIFT);
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OUT_BATCH(0); /* dw2 */
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OUT_BATCH(params->num_samples > 0 ? GEN6_SF_MSRAST_ON_PATTERN : 0);
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OUT_BATCH(params->num_samples > 1 ? GEN6_SF_MSRAST_ON_PATTERN : 0);
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for (int i = 0; i < 16; ++i)
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OUT_BATCH(0);
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ADVANCE_BATCH();
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@ -744,7 +744,7 @@ gen6_blorp_emit_wm_config(struct brw_context *brw,
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dw5 |= GEN6_WM_DISPATCH_ENABLE; /* We are rendering */
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}
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if (params->num_samples > 0) {
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if (params->num_samples > 1) {
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dw6 |= GEN6_WM_MSRAST_ON_PATTERN;
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if (prog_data && prog_data->persample_msaa_dispatch)
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dw6 |= GEN6_WM_MSDISPMODE_PERSAMPLE;
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@ -42,6 +42,7 @@ gen6_emit_3dstate_multisample(struct brw_context *brw,
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switch (num_samples) {
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case 0:
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case 1:
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number_of_multisamples = MS_NUMSAMPLES_1;
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break;
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case 4:
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@ -121,7 +122,7 @@ gen6_emit_3dstate_sample_mask(struct brw_context *brw,
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BEGIN_BATCH(2);
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OUT_BATCH(_3DSTATE_SAMPLE_MASK << 16 | (2 - 2));
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if (num_samples > 0) {
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if (num_samples > 1) {
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int coverage_int = (int) (num_samples * coverage + 0.5);
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uint32_t coverage_bits = (1 << coverage_int) - 1;
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if (coverage_invert)
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@ -122,7 +122,7 @@ upload_sf_state(struct brw_context *brw)
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int i;
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/* _NEW_BUFFER */
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bool render_to_fbo = _mesa_is_user_fbo(brw->intel.ctx.DrawBuffer);
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bool multisampled_fbo = ctx->DrawBuffer->Visual.sampleBuffers;
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bool multisampled_fbo = ctx->DrawBuffer->Visual.samples > 1;
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int attr = 0, input_index = 0;
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int urb_entry_read_offset = 1;
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@ -99,7 +99,7 @@ upload_wm_state(struct brw_context *brw)
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uint32_t dw2, dw4, dw5, dw6;
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/* _NEW_BUFFERS */
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bool multisampled_fbo = ctx->DrawBuffer->Visual.sampleBuffers;
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bool multisampled_fbo = ctx->DrawBuffer->Visual.samples > 1;
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/* CACHE_NEW_WM_PROG */
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if (brw->wm.prog_data->nr_params == 0) {
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@ -373,7 +373,7 @@ gen7_blorp_emit_sf_config(struct brw_context *brw,
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OUT_BATCH(_3DSTATE_SF << 16 | (7 - 2));
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OUT_BATCH(params->depth_format <<
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GEN7_SF_DEPTH_BUFFER_SURFACE_FORMAT_SHIFT);
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OUT_BATCH(params->num_samples > 0 ? GEN6_SF_MSRAST_ON_PATTERN : 0);
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OUT_BATCH(params->num_samples > 1 ? GEN6_SF_MSRAST_ON_PATTERN : 0);
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OUT_BATCH(0);
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OUT_BATCH(0);
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OUT_BATCH(0);
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@ -432,7 +432,7 @@ gen7_blorp_emit_wm_config(struct brw_context *brw,
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dw1 |= GEN7_WM_DISPATCH_ENABLE; /* We are rendering */
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}
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if (params->num_samples > 0) {
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if (params->num_samples > 1) {
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dw1 |= GEN7_WM_MSRAST_ON_PATTERN;
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if (prog_data && prog_data->persample_msaa_dispatch)
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dw2 |= GEN7_WM_MSDISPMODE_PERSAMPLE;
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@ -161,7 +161,7 @@ upload_sf_state(struct brw_context *brw)
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float point_size;
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/* _NEW_BUFFERS */
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bool render_to_fbo = _mesa_is_user_fbo(brw->intel.ctx.DrawBuffer);
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bool multisampled_fbo = ctx->DrawBuffer->Visual.sampleBuffers;
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bool multisampled_fbo = ctx->DrawBuffer->Visual.samples > 1;
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dw1 = GEN6_SF_STATISTICS_ENABLE |
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GEN6_SF_VIEWPORT_TRANSFORM_ENABLE;
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@ -42,7 +42,7 @@ upload_wm_state(struct brw_context *brw)
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uint32_t dw1, dw2;
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/* _NEW_BUFFERS */
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bool multisampled_fbo = ctx->DrawBuffer->Visual.sampleBuffers;
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bool multisampled_fbo = ctx->DrawBuffer->Visual.samples > 1;
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dw1 = dw2 = 0;
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dw1 |= GEN7_WM_STATISTICS_ENABLE;
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@ -61,7 +61,7 @@ gen7_set_surface_msaa(struct gen7_surface_state *surf, unsigned num_samples,
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{
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if (num_samples > 4)
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surf->ss4.num_multisamples = GEN7_SURFACE_MULTISAMPLECOUNT_8;
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else if (num_samples > 0)
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else if (num_samples > 1)
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surf->ss4.num_multisamples = GEN7_SURFACE_MULTISAMPLECOUNT_4;
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else
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surf->ss4.num_multisamples = GEN7_SURFACE_MULTISAMPLECOUNT_1;
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/* We don't support MSAA for textures. */
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assert(!mt->array_spacing_lod0);
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assert(mt->num_samples == 0);
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assert(mt->num_samples <= 1);
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intel_miptree_get_dimensions_for_image(firstImage, &width, &height, &depth);
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intel->vtbl.is_hiz_depth_format(intel, format)))) {
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/* MSAA stencil surfaces always use IMS layout. */
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enum intel_msaa_layout msaa_layout =
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num_samples > 0 ? INTEL_MSAA_LAYOUT_IMS : INTEL_MSAA_LAYOUT_NONE;
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num_samples > 1 ? INTEL_MSAA_LAYOUT_IMS : INTEL_MSAA_LAYOUT_NONE;
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mt->stencil_mt = intel_miptree_create(intel,
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mt->target,
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MESA_FORMAT_S8,
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uint32_t depth = 1;
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enum intel_msaa_layout msaa_layout = INTEL_MSAA_LAYOUT_NONE;
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if (num_samples > 0) {
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if (num_samples > 1) {
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/* Adjust width/height/depth for MSAA */
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msaa_layout = compute_msaa_layout(intel, format);
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if (msaa_layout == INTEL_MSAA_LAYOUT_IMS) {
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height = ALIGN(height, 2) * 2;
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break;
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default:
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/* num_samples should already have been quantized to 0, 4, or
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/* num_samples should already have been quantized to 0, 1, 4, or
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* 8.
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*/
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assert(false);
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