This uses the templating to generate multisample version of the
tri plane raster functions
This doesn't generate any optimised version for lower plane numbers,
maybe this is worth doing in the future.
v2: drop generating 32-bit msaa (Roland)
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4122>
Move the color storage before the late Z test as for sample
shading it needs to be inside a loop with the fragment shader.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4122>
This creates a global static with the current sample positions,
and passes it to the fragment shader which uses it for interpolation
and sample position support.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4122>
Extract the final per-sample masks and store to the multisample
color buffers using them.
This retypes the pointer to a uint8_t at entry to make the
GEP simpler, then recasts to the blend type.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4122>
A set of values have to be passed from the early depth test to the
late depth write, when multisampling is enabled, a range of those
values have to be stored between stages, so create storage for them
and pass the values through the storage.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4122>
Start adding support for multisample masks and the depth passes
The depth passes have to run per-sample, this isn't complete support
it adds the loops, and handles the execution masks.
One mask is stored per sample, they are combined post the early Z
pass into a single shader execution mask, and then the resulting
shader execution mask is anded back in for the late Z pass.
Init the vars to NULL to avoid gcc warnings
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4122>
The current depth stencil test code has some optimisations using
the mask when there is only one depth value, multisample requires
per-sample zstencil testing, and for that case just pass in the
mask that needs updating.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4122>
In order to add per-sample support to this code, the mask
value is needed not the value from the exec mask.
v2: update comment
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4122>
The sample position is looked up in an incoming array using the
sample id.
(These are mostly for ARB_sample_shading support)
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4122>
In order to handle a 4xMSAA mask (16-bits per sample) increase
the fragment shader API to be 64-bit.
v2: drop pointless if (Roland)
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4122>
When MSAA is enabled smoothing is ignored
v2: As pointed out by Roland I got this completely wrong,
fix this to work the other way
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4122>
This just adds the sample values for 4xmsaa, and hooks them
up to the get_sample_position API
v2: move to vulkan standard sample positions
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4122>
There is a race with u_blitter shaders + pipeline shaders (aaline/aapoint)
where the draw bind can cause a pipeline flush which can use bind_fs_state to
be reenters and llvmpipe->fs gets the wrong value. Fix this by only
setting the llvmpipe->fs value after the draw binding is complete.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4122>
This adds a sample stride field and allocates enough memory for
each sample storage. Hook up the sample_stride field to draw
and jit textures and images
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4122>