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