gallium: handle msaa

This commit is contained in:
Roland Scheidegger
2008-06-27 16:02:43 +02:00
parent a1fb565ea7
commit 429a08384c
8 changed files with 72 additions and 55 deletions

View File

@@ -312,6 +312,8 @@ struct pipe_texture
unsigned last_level:8; /**< Index of last mipmap level present/defined */
unsigned compressed:1;
unsigned nr_samples:8; /**< for multisampled surfaces, nr of samples */
unsigned tex_usage; /* PIPE_TEXTURE_USAGE_* */
/* These are also refcounted:

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@@ -483,11 +483,13 @@ intelFillInModes(unsigned pixel_bits, unsigned depth_bits,
uint8_t depth_bits_array[3];
uint8_t stencil_bits_array[3];
uint8_t msaa_samples_array[1];
depth_bits_array[0] = 0;
depth_bits_array[1] = depth_bits;
depth_bits_array[2] = depth_bits;
msaa_samples_array[0] = 0;
/* Just like with the accumulation buffer, always provide some modes
* with a stencil buffer. It will be a sw fallback, but some apps won't
@@ -521,7 +523,7 @@ intelFillInModes(unsigned pixel_bits, unsigned depth_bits,
if (!driFillInModes(&m, fb_format, fb_type,
depth_bits_array, stencil_bits_array,
depth_buffer_factor, back_buffer_modes,
back_buffer_factor, GLX_TRUE_COLOR)) {
back_buffer_factor, msaa_samples_array, 1, GLX_TRUE_COLOR)) {
fprintf(stderr, "[%s:%u] Error creating FBConfig!\n", __func__,
__LINE__);
return NULL;
@@ -529,7 +531,7 @@ intelFillInModes(unsigned pixel_bits, unsigned depth_bits,
if (!driFillInModes(&m, fb_format, fb_type,
depth_bits_array, stencil_bits_array,
depth_buffer_factor, back_buffer_modes,
back_buffer_factor, GLX_DIRECT_COLOR)) {
back_buffer_factor, msaa_samples_array, 1, GLX_DIRECT_COLOR)) {
fprintf(stderr, "[%s:%u] Error creating FBConfig!\n", __func__,
__LINE__);
return NULL;

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@@ -521,6 +521,9 @@ GLboolean driClipRectToFramebuffer( const GLframebuffer *buffer,
* \c GLX_SWAP_UNDEFINED_OML. See the
* GLX_OML_swap_method extension spec for more details.
* \param num_db_modes Number of entries in \c db_modes.
* \param msaa_samples Array of msaa sample count. 0 represents a visual
* without a multisample buffer.
* \param num_msaa_modes Number of entries in \c msaa_samples.
* \param visType GLX visual type. Usually either \c GLX_TRUE_COLOR or
* \c GLX_DIRECT_COLOR.
*
@@ -542,6 +545,7 @@ driFillInModes( __GLcontextModes ** ptr_to_modes,
const uint8_t * depth_bits, const uint8_t * stencil_bits,
unsigned num_depth_stencil_bits,
const GLenum * db_modes, unsigned num_db_modes,
const u_int8_t * msaa_samples, unsigned num_msaa_modes,
int visType )
{
static const uint8_t bits_table[3][4] = {
@@ -607,9 +611,7 @@ driFillInModes( __GLcontextModes ** ptr_to_modes,
const uint32_t * masks;
const int index = fb_type & 0x07;
__GLcontextModes * modes = *ptr_to_modes;
unsigned i;
unsigned j;
unsigned k;
unsigned i, j, k, h;
if ( bytes_per_pixel[ index ] == 0 ) {
@@ -659,6 +661,7 @@ driFillInModes( __GLcontextModes ** ptr_to_modes,
for ( k = 0 ; k < num_depth_stencil_bits ; k++ ) {
for ( i = 0 ; i < num_db_modes ; i++ ) {
for ( h = 0 ; h < num_msaa_modes; h++ ) {
for ( j = 0 ; j < 2 ; j++ ) {
modes->redBits = bits[0];
@@ -694,6 +697,9 @@ driFillInModes( __GLcontextModes ** ptr_to_modes,
modes->swapMethod = db_modes[i];
}
modes->samples = msaa_samples[h];
modes->sampleBuffers = modes->samples ? 1 : 0;
modes->haveAccumBuffer = ((modes->accumRedBits +
modes->accumGreenBits +
modes->accumBlueBits +
@@ -705,6 +711,7 @@ driFillInModes( __GLcontextModes ** ptr_to_modes,
}
}
}
}
*ptr_to_modes = modes;
return GL_TRUE;

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@@ -115,6 +115,7 @@ extern GLboolean driFillInModes( __GLcontextModes ** modes,
GLenum fb_format, GLenum fb_type,
const uint8_t * depth_bits, const uint8_t * stencil_bits,
unsigned num_depth_stencil_bits,
const GLenum * db_modes, unsigned num_db_modes, int visType );
const GLenum * db_modes, unsigned num_db_modes,
const u_int8_t * msaa_samples, unsigned num_msaa_modes, int visType );
#endif /* DRI_DEBUG_H */

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@@ -2269,6 +2269,7 @@ struct gl_renderbuffer
GLubyte IndexBits;
GLubyte DepthBits;
GLubyte StencilBits;
GLubyte Samples; /**< Number of samples - 0 if not multisampled */
GLvoid *Data; /**< This may not be used by some kinds of RBs */
/* Used to wrap one renderbuffer around another: */

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@@ -118,6 +118,7 @@ st_renderbuffer_alloc_storage(GLcontext * ctx, struct gl_renderbuffer *rb,
template.height[0] = height;
template.depth[0] = 1;
template.last_level = 0;
template.nr_samples = rb->Samples;
if (pf_is_depth_stencil(template.format)) {
template.tex_usage = PIPE_TEXTURE_USAGE_DEPTH_STENCIL;
@@ -249,7 +250,7 @@ st_new_renderbuffer(GLcontext *ctx, GLuint name)
* renderbuffer). The window system code determines the format.
*/
struct gl_renderbuffer *
st_new_renderbuffer_fb(enum pipe_format format)
st_new_renderbuffer_fb(enum pipe_format format, int samples)
{
struct st_renderbuffer *strb;
@@ -261,6 +262,7 @@ st_new_renderbuffer_fb(enum pipe_format format)
_mesa_init_renderbuffer(&strb->Base, 0);
strb->Base.ClassID = 0x4242; /* just a unique value */
strb->Base.Samples = samples;
strb->format = format;
switch (format) {

View File

@@ -58,7 +58,7 @@ st_renderbuffer(struct gl_renderbuffer *rb)
extern struct gl_renderbuffer *
st_new_renderbuffer_fb(enum pipe_format format);
st_new_renderbuffer_fb(enum pipe_format format, int samples);
extern void
st_init_fbo_functions(struct dd_function_table *functions);

View File

@@ -51,27 +51,29 @@ st_create_framebuffer( const __GLcontextModes *visual,
{
struct st_framebuffer *stfb = CALLOC_STRUCT(st_framebuffer);
if (stfb) {
int samples = 0;
_mesa_initialize_framebuffer(&stfb->Base, visual);
if (visual->sampleBuffers) samples = visual->samples;
{
/* fake frontbuffer */
/* XXX allocation should only happen in the unusual case
it's actually needed */
struct gl_renderbuffer *rb
= st_new_renderbuffer_fb(colorFormat);
= st_new_renderbuffer_fb(colorFormat, samples);
_mesa_add_renderbuffer(&stfb->Base, BUFFER_FRONT_LEFT, rb);
}
if (visual->doubleBufferMode) {
struct gl_renderbuffer *rb
= st_new_renderbuffer_fb(colorFormat);
= st_new_renderbuffer_fb(colorFormat, samples);
_mesa_add_renderbuffer(&stfb->Base, BUFFER_BACK_LEFT, rb);
}
if (visual->depthBits == 24 && visual->stencilBits == 8) {
/* combined depth/stencil buffer */
struct gl_renderbuffer *depthStencilRb
= st_new_renderbuffer_fb(depthFormat);
= st_new_renderbuffer_fb(depthFormat, samples);
/* note: bind RB to two attachment points */
_mesa_add_renderbuffer(&stfb->Base, BUFFER_DEPTH, depthStencilRb);
_mesa_add_renderbuffer(&stfb->Base, BUFFER_STENCIL, depthStencilRb);
@@ -82,26 +84,26 @@ st_create_framebuffer( const __GLcontextModes *visual,
if (visual->depthBits == 32) {
/* 32-bit depth buffer */
struct gl_renderbuffer *depthRb
= st_new_renderbuffer_fb(depthFormat);
= st_new_renderbuffer_fb(depthFormat, samples);
_mesa_add_renderbuffer(&stfb->Base, BUFFER_DEPTH, depthRb);
}
else if (visual->depthBits == 24) {
/* 24-bit depth buffer, ignore stencil bits */
struct gl_renderbuffer *depthRb
= st_new_renderbuffer_fb(depthFormat);
= st_new_renderbuffer_fb(depthFormat, samples);
_mesa_add_renderbuffer(&stfb->Base, BUFFER_DEPTH, depthRb);
}
else if (visual->depthBits > 0) {
/* 16-bit depth buffer */
struct gl_renderbuffer *depthRb
= st_new_renderbuffer_fb(depthFormat);
= st_new_renderbuffer_fb(depthFormat, samples);
_mesa_add_renderbuffer(&stfb->Base, BUFFER_DEPTH, depthRb);
}
if (visual->stencilBits > 0) {
/* 8-bit stencil */
struct gl_renderbuffer *stencilRb
= st_new_renderbuffer_fb(stencilFormat);
= st_new_renderbuffer_fb(stencilFormat, samples);
_mesa_add_renderbuffer(&stfb->Base, BUFFER_STENCIL, stencilRb);
}
}
@@ -109,7 +111,7 @@ st_create_framebuffer( const __GLcontextModes *visual,
if (visual->accumRedBits > 0) {
/* 16-bit/channel accum */
struct gl_renderbuffer *accumRb
= st_new_renderbuffer_fb(DEFAULT_ACCUM_PIPE_FORMAT);
= st_new_renderbuffer_fb(DEFAULT_ACCUM_PIPE_FORMAT, 0); /* XXX accum isn't multisampled right? */
_mesa_add_renderbuffer(&stfb->Base, BUFFER_ACCUM, accumRb);
}