i965/blorp: Don't blend integer values during MSAA resolves

Reviewed-by: Matt Turner <mattst88@gmail.com>
This commit is contained in:
Jason Ekstrand 2016-05-04 15:53:04 -07:00
parent 4f4f393bf3
commit a5660bf1f8
1 changed files with 19 additions and 11 deletions

View File

@ -1351,6 +1351,8 @@ brw_blorp_blit_program::manual_blend_average(unsigned num_samples)
if (key->tex_layout == INTEL_MSAA_LAYOUT_CMS)
mcs_fetch();
assert(key->texture_data_type == BRW_REGISTER_TYPE_F);
/* We add together samples using a binary tree structure, e.g. for 4x MSAA:
*
* result = ((sample[0] + sample[1]) + (sample[2] + sample[3])) / 4
@ -1419,8 +1421,7 @@ brw_blorp_blit_program::manual_blend_average(unsigned num_samples)
/* TODO: should use a smaller loop bound for non_RGBA formats */
for (int k = 0; k < 4; ++k) {
emit_combine(key->texture_data_type == BRW_REGISTER_TYPE_F ?
BRW_OPCODE_ADD : BRW_OPCODE_AVG,
emit_combine(BRW_OPCODE_ADD,
offset(texture_data[stack_depth - 1], 2*k),
offset(vec8(texture_data[stack_depth - 1]), 2*k),
offset(vec8(texture_data[stack_depth]), 2*k));
@ -1431,14 +1432,12 @@ brw_blorp_blit_program::manual_blend_average(unsigned num_samples)
/* We should have just 1 sample on the stack now. */
assert(stack_depth == 1);
if (key->texture_data_type == BRW_REGISTER_TYPE_F) {
/* Scale the result down by a factor of num_samples */
/* TODO: should use a smaller loop bound for non-RGBA formats */
for (int j = 0; j < 4; ++j) {
emit_mul(offset(texture_data[0], 2*j),
offset(vec8(texture_data[0]), 2*j),
brw_imm_f(1.0f / num_samples));
}
/* Scale the result down by a factor of num_samples */
/* TODO: should use a smaller loop bound for non-RGBA formats */
for (int j = 0; j < 4; ++j) {
emit_mul(offset(texture_data[0], 2*j),
offset(vec8(texture_data[0]), 2*j),
brw_imm_f(1.0f / num_samples));
}
if (key->tex_layout == INTEL_MSAA_LAYOUT_CMS)
@ -2019,8 +2018,17 @@ brw_blorp_blit_miptrees(struct brw_context *brw,
GLenum base_format = _mesa_get_format_base_format(src_mt->format);
if (base_format != GL_DEPTH_COMPONENT && /* TODO: what about depth/stencil? */
base_format != GL_STENCIL_INDEX &&
!_mesa_is_format_integer(src_mt->format) &&
src_mt->num_samples > 1 && dst_mt->num_samples <= 1) {
/* We are downsampling a color buffer, so blend. */
/* We are downsampling a non-integer color buffer, so blend.
*
* Regarding integer color buffers, the OpenGL ES 3.2 spec says:
*
* "If the source formats are integer types or stencil values, a
* single sample's value is selected for each pixel."
*
* This implies we should not blend in that case.
*/
wm_prog_key.blend = true;
}