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  1. /**************************************************************************
  2.  *
  3.  * Copyright 2010 VMware, Inc.
  4.  * All Rights Reserved.
  5.  *
  6.  * Permission is hereby granted, free of charge, to any person obtaining a
  7.  * copy of this software and associated documentation files (the
  8.  * "Software"), to deal in the Software without restriction, including
  9.  * without limitation the rights to use, copy, modify, merge, publish,
  10.  * distribute, sub license, and/or sell copies of the Software, and to
  11.  * permit persons to whom the Software is furnished to do so, subject to
  12.  * the following conditions:
  13.  *
  14.  * The above copyright notice and this permission notice (including the
  15.  * next paragraph) shall be included in all copies or substantial portions
  16.  * of the Software.
  17.  *
  18.  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
  19.  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
  20.  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
  21.  * IN NO EVENT SHALL THE AUTHORS AND/OR ITS SUPPLIERS BE LIABLE FOR
  22.  * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
  23.  * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
  24.  * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  25.  *
  26.  **************************************************************************/
  27.  
  28.  
  29. #include "st_context.h"
  30. #include "pipe/p_context.h"
  31. #include "st_atom.h"
  32.  
  33. #include "cso_cache/cso_context.h"
  34.  
  35.  
  36. /* Second state atom for user clip planes:
  37.  */
  38. static void update_sample_mask( struct st_context *st )
  39. {
  40.    unsigned sample_mask = 0xffffffff;
  41.    unsigned sample_count = 1;
  42.    struct pipe_framebuffer_state *framebuffer = &st->state.framebuffer;
  43.  
  44.    /* dependency here on bound surface (or rather, sample count) is worrying */
  45.    if (framebuffer->zsbuf)
  46.       sample_count = framebuffer->zsbuf->texture->nr_samples;
  47.    else if (framebuffer->cbufs[0])
  48.       sample_count = framebuffer->cbufs[0]->texture->nr_samples;
  49.  
  50.    if (st->ctx->Multisample.Enabled && sample_count > 1) {
  51.    /* unlike in gallium/d3d10 the mask is only active if msaa is enabled */
  52.       if (st->ctx->Multisample.SampleCoverage) {
  53.          unsigned nr_bits;
  54.          nr_bits = (unsigned)
  55.             (st->ctx->Multisample.SampleCoverageValue * (float)sample_count);
  56.          /* there's lot of ways how to do this. We just use first few bits,
  57.             since we have no knowledge of sample positions here. When
  58.             app-supplied mask though is used too might need to be smarter.
  59.             Also, there's a interface restriction here in theory it is
  60.             encouraged this mask not be the same at each pixel. */
  61.          sample_mask = (1 << nr_bits) - 1;
  62.          if (st->ctx->Multisample.SampleCoverageInvert)
  63.             sample_mask = ~sample_mask;
  64.       }
  65.       if (st->ctx->Multisample.SampleMask)
  66.          sample_mask &= st->ctx->Multisample.SampleMaskValue;
  67.    }
  68.  
  69.    /* mask off unused bits or don't care? */
  70.  
  71.    if (sample_mask != st->state.sample_mask) {
  72.       st->state.sample_mask = sample_mask;
  73.       cso_set_sample_mask(st->cso_context, sample_mask);
  74.    }
  75. }
  76.  
  77.  
  78. const struct st_tracked_state st_update_msaa = {
  79.    "st_update_msaa",                                    /* name */
  80.    {                                                    /* dirty */
  81.       (_NEW_MULTISAMPLE | _NEW_BUFFERS),                /* mesa */
  82.       ST_NEW_FRAMEBUFFER,                               /* st */
  83.    },
  84.    update_sample_mask                                   /* update */
  85. };
  86.