iris: fix blorp filters

we have to switch to blorp enums after the rebase, but also we were
probably doing it wrong for MSAA before this.
This commit is contained in:
Kenneth Graunke 2018-07-24 14:31:07 -07:00
parent 3aa1fcc65a
commit 5b8dd5f303

View file

@ -25,6 +25,7 @@
#include "pipe/p_state.h"
#include "pipe/p_context.h"
#include "pipe/p_screen.h"
#include "util/u_format.h"
#include "util/u_inlines.h"
#include "util/ralloc.h"
#include "intel/blorp/blorp.h"
@ -95,8 +96,53 @@ iris_blit(struct pipe_context *ctx, const struct pipe_blit_info *info)
int dst_y1 = info->dst.box.y + info->dst.box.height;
bool mirror_x = false;
bool mirror_y = false;
GLenum filter =
info->filter == PIPE_TEX_FILTER_LINEAR ? GL_LINEAR : GL_NEAREST;
enum blorp_filter filter;
if (info->dst.box.width == info->src.box.width &&
info->dst.box.height == info->src.box.height) {
if (src_surf.surf->samples > 1 && dst_surf.surf->samples <= 1) {
/* The OpenGL ES 3.2 specification, section 16.2.1, says:
*
* "If the read framebuffer is multisampled (its effective
* value of SAMPLE_BUFFERS is one) and the draw framebuffer
* is not (its value of SAMPLE_BUFFERS is zero), the samples
* corresponding to each pixel location in the source are
* converted to a single sample before being written to the
* destination. The filter parameter is ignored. If the
* source formats are integer types or stencil values, a
* single samples value is selected for each pixel. If the
* source formats are floating-point or normalized types,
* the sample values for each pixel are resolved in an
* implementation-dependent manner. If the source formats
* are depth values, sample values are resolved in an
* implementation-dependent manner where the result will be
* between the minimum and maximum depth values in the pixel."
*
* When selecting a single sample, we always choose sample 0.
*/
if (util_format_is_depth_or_stencil(info->src.format) ||
util_format_is_pure_integer(info->src.format)) {
filter = BLORP_FILTER_SAMPLE_0;
} else {
filter = BLORP_FILTER_AVERAGE;
}
} else {
/* The OpenGL 4.6 specification, section 18.3.1, says:
*
* "If the source and destination dimensions are identical,
* no filtering is applied."
*
* Using BLORP_FILTER_NONE will also handle the upsample case by
* replicating the one value in the source to all values in the
* destination.
*/
filter = BLORP_FILTER_NONE;
}
} else if (info->filter == PIPE_TEX_FILTER_LINEAR) {
filter = BLORP_FILTER_BILINEAR;
} else {
filter = BLORP_FILTER_NEAREST;
}
struct iris_batch *batch = &ice->render_batch;