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mesa: Add new variables in gl_context to store sample layout
SampleMap{2,4,8}x variables are used in later patches to implement
EXT_framebuffer_multisample_blit_scaled extension.
V2: Use integer array instead of a string.
Bump up the comment.
V3: Use uint8_t type array.
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
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@ -3606,6 +3606,38 @@ struct gl_constants
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GLint MaxDepthTextureSamples;
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GLint MaxIntegerSamples;
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/**
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* GL_EXT_texture_multisample_blit_scaled implementation assumes that
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* samples are laid out in a rectangular grid roughly corresponding to
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* sample locations within a pixel. Below SampleMap{2,4,8}x variables
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* are used to map indices of rectangular grid to sample numbers within
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* a pixel. This mapping of indices to sample numbers must be initialized
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* by the driver for the target hardware. For example, if we have the 8X
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* MSAA sample number layout (sample positions) for XYZ hardware:
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*
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* sample indices layout sample number layout
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* --------- ---------
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* | 0 | 1 | | a | b |
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* --------- ---------
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* | 2 | 3 | | c | d |
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* --------- ---------
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* | 4 | 5 | | e | f |
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* --------- ---------
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* | 6 | 7 | | g | h |
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* --------- ---------
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*
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* Where a,b,c,d,e,f,g,h are integers between [0-7].
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*
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* Then, initialize the SampleMap8x variable for XYZ hardware as shown
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* below:
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* SampleMap8x = {a, b, c, d, e, f, g, h};
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*
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* Follow the logic for other sample counts.
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*/
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uint8_t SampleMap2x[2];
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uint8_t SampleMap4x[4];
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uint8_t SampleMap8x[8];
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/** GL_ARB_shader_atomic_counters */
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GLuint MaxAtomicBufferBindings;
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GLuint MaxAtomicBufferSize;
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