i965,iris,anv: Make alpha to coverage work with sample mask

From "Alpha Coverage" section of SKL PRM Volume 7:
 "If Pixel Shader outputs oMask, AlphaToCoverage is disabled in
  hardware, regardless of the state setting for this feature."

From OpenGL spec 4.6, "15.2 Shader Execution":
 "The built-in integer array gl_SampleMask can be used to change
 the sample coverage for a fragment from within the shader."

From OpenGL spec 4.6, "17.3.1 Alpha To Coverage":
 "If SAMPLE_ALPHA_TO_COVERAGE is enabled, a temporary coverage value
  is generated where each bit is determined by the alpha value at the
  corresponding sample location. The temporary coverage value is then
  ANDed with the fragment coverage value to generate a new fragment
  coverage value."

Similar wording could be found in Vulkan spec 1.1.100
"25.6. Multisample Coverage"

Thus we need to compute alpha to coverage dithering manually in shader
and replace sample mask store with the bitwise-AND of sample mask and
alpha to coverage dithering.

The following formula is used to compute final sample mask:
  m = int(16.0 * clamp(src0_alpha, 0.0, 1.0))
  dither_mask = 0x1111 * ((0xfea80 >> (m & ~3)) & 0xf) |
     0x0808 * (m & 2) | 0x0100 * (m & 1)
  sample_mask = sample_mask & dither_mask
Credits to Francisco Jerez <currojerez@riseup.net> for creating it.

It gives a number of ones proportional to the alpha for 2, 4, 8 or 16
least significant bits of the result.

GEN6 hardware does not have issue with simultaneous usage of sample mask
and alpha to coverage however due to the wrong sending order of oMask
and src0_alpha it is still affected by it.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109743

Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
This commit is contained in:
Danylo Piliaiev
2019-02-20 19:39:18 +02:00
committed by Francisco Jerez
parent 3bd5457641
commit c8abe03f3b
7 changed files with 123 additions and 14 deletions

View File

@@ -375,8 +375,15 @@ populate_wm_prog_key(const struct gen_device_info *devinfo,
key->nr_color_regions = util_bitcount(key->color_outputs_valid);
key->replicate_alpha = key->nr_color_regions > 1 &&
ms_info && ms_info->alphaToCoverageEnable;
/* To reduce possible shader recompilations we would need to know if
* there is a SampleMask output variable to compute if we should emit
* code to workaround the issue that hardware disables alpha to coverage
* when there is SampleMask output.
*/
key->alpha_to_coverage = ms_info && ms_info->alphaToCoverageEnable;
/* Vulkan doesn't support fixed-function alpha test */
key->alpha_test_replicate_alpha = false;
if (ms_info) {
/* We should probably pull this out of the shader, but it's fairly