mesa: Add a helper function _mesa_get_min_invocations_per_fragment()

This function is used to test if we need to do per sample shading or
per fragment shading.

V2: Use MAX2() to make sure the function returns a number >= 1.

Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
This commit is contained in:
Anuj Phogat
2013-10-16 17:22:18 -07:00
parent e849511c78
commit 627b2692e9
2 changed files with 35 additions and 0 deletions

View File

@@ -32,6 +32,7 @@
#include "main/glheader.h"
#include "main/context.h"
#include "main/hash.h"
#include "main/macros.h"
#include "program.h"
#include "prog_cache.h"
#include "prog_parameter.h"
@@ -1024,3 +1025,34 @@ _mesa_postprocess_program(struct gl_context *ctx, struct gl_program *prog)
}
}
/* Gets the minimum number of shader invocations per fragment.
* This function is useful to determine if we need to do per
* sample shading or per fragment shading.
*/
GLint
_mesa_get_min_invocations_per_fragment(struct gl_context *ctx,
const struct gl_fragment_program *prog)
{
/* From ARB_sample_shading specification:
* "Using gl_SampleID in a fragment shader causes the entire shader
* to be evaluated per-sample."
*
* "Using gl_SamplePosition in a fragment shader causes the entire
* shader to be evaluated per-sample."
*
* "If MULTISAMPLE or SAMPLE_SHADING_ARB is disabled, sample shading
* has no effect."
*/
if (ctx->Multisample.Enabled) {
if (prog->Base.SystemValuesRead & (SYSTEM_BIT_SAMPLE_ID |
SYSTEM_BIT_SAMPLE_POS))
return MAX2(ctx->DrawBuffer->Visual.samples, 1);
else if (ctx->Multisample.SampleShading)
return MAX2(ceil(ctx->Multisample.MinSampleShadingValue *
ctx->DrawBuffer->Visual.samples), 1);
else
return 1;
}
return 1;
}