i965/blorp: Don't blend integer values during MSAA resolves
Reviewed-by: Matt Turner <mattst88@gmail.com>
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@ -1351,6 +1351,8 @@ brw_blorp_blit_program::manual_blend_average(unsigned num_samples)
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if (key->tex_layout == INTEL_MSAA_LAYOUT_CMS)
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mcs_fetch();
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assert(key->texture_data_type == BRW_REGISTER_TYPE_F);
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/* We add together samples using a binary tree structure, e.g. for 4x MSAA:
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*
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* result = ((sample[0] + sample[1]) + (sample[2] + sample[3])) / 4
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@ -1419,8 +1421,7 @@ brw_blorp_blit_program::manual_blend_average(unsigned num_samples)
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/* TODO: should use a smaller loop bound for non_RGBA formats */
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for (int k = 0; k < 4; ++k) {
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emit_combine(key->texture_data_type == BRW_REGISTER_TYPE_F ?
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BRW_OPCODE_ADD : BRW_OPCODE_AVG,
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emit_combine(BRW_OPCODE_ADD,
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offset(texture_data[stack_depth - 1], 2*k),
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offset(vec8(texture_data[stack_depth - 1]), 2*k),
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offset(vec8(texture_data[stack_depth]), 2*k));
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@ -1431,14 +1432,12 @@ brw_blorp_blit_program::manual_blend_average(unsigned num_samples)
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/* We should have just 1 sample on the stack now. */
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assert(stack_depth == 1);
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if (key->texture_data_type == BRW_REGISTER_TYPE_F) {
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/* Scale the result down by a factor of num_samples */
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/* TODO: should use a smaller loop bound for non-RGBA formats */
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for (int j = 0; j < 4; ++j) {
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emit_mul(offset(texture_data[0], 2*j),
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offset(vec8(texture_data[0]), 2*j),
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brw_imm_f(1.0f / num_samples));
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}
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/* Scale the result down by a factor of num_samples */
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/* TODO: should use a smaller loop bound for non-RGBA formats */
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for (int j = 0; j < 4; ++j) {
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emit_mul(offset(texture_data[0], 2*j),
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offset(vec8(texture_data[0]), 2*j),
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brw_imm_f(1.0f / num_samples));
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}
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if (key->tex_layout == INTEL_MSAA_LAYOUT_CMS)
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@ -2019,8 +2018,17 @@ brw_blorp_blit_miptrees(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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!_mesa_is_format_integer(src_mt->format) &&
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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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/* We are downsampling a non-integer color buffer, so blend.
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*
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* Regarding integer color buffers, the OpenGL ES 3.2 spec says:
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*
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* "If the source formats are integer types or stencil values, a
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* single sample's value is selected for each pixel."
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*
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* This implies we should not blend in that case.
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*/
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wm_prog_key.blend = true;
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}
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