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/**************************************************************************
*
* Copyright 2010 VMware, Inc.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
**************************************************************************/
#include "st_context.h"
#include "pipe/p_screen.h"
#include "pipe/p_context.h"
#include "st_atom.h"
#include "st_program.h"
#include "cso_cache/cso_context.h"
#include "util/u_framebuffer.h"
/* Second state atom for user clip planes:
*/
static void update_sample_mask( struct st_context *st )
{
unsigned sample_mask = 0xffffffff;
struct pipe_framebuffer_state *framebuffer = &st->state.framebuffer;
/* dependency here on bound surface (or rather, sample count) is worrying */
unsigned sample_count = util_framebuffer_get_num_samples(framebuffer);
if (st->ctx->Multisample.Enabled && sample_count > 1) {
/* unlike in gallium/d3d10 the mask is only active if msaa is enabled */
if (st->ctx->Multisample.SampleCoverage) {
unsigned nr_bits;
nr_bits = (unsigned)
(st->ctx->Multisample.SampleCoverageValue * (float)sample_count);
/* there's lot of ways how to do this. We just use first few bits,
since we have no knowledge of sample positions here. When
app-supplied mask though is used too might need to be smarter.
Also, there's a interface restriction here in theory it is
encouraged this mask not be the same at each pixel. */
sample_mask = (1 << nr_bits) - 1;
if (st->ctx->Multisample.SampleCoverageInvert)
sample_mask = ~sample_mask;
}
if (st->ctx->Multisample.SampleMask)
sample_mask &= st->ctx->Multisample.SampleMaskValue;
}
/* mask off unused bits or don't care? */
if (sample_mask != st->state.sample_mask) {
st->state.sample_mask = sample_mask;
cso_set_sample_mask(st->cso_context, sample_mask);
}
}
static void update_sample_shading( struct st_context *st )
{
if (!st->fp)
return;
if (!st->ctx->Extensions.ARB_sample_shading)
return;
cso_set_min_samples(
st->cso_context,
_mesa_get_min_invocations_per_fragment(st->ctx, &st->fp->Base, false));
}
const struct st_tracked_state st_update_msaa = {
"st_update_msaa", /* name */
{ /* dirty */
(_NEW_MULTISAMPLE | _NEW_BUFFERS), /* mesa */
ST_NEW_FRAMEBUFFER, /* st */
},
update_sample_mask /* update */
};
const struct st_tracked_state st_update_sample_shading = {
"st_update_sample_shading", /* name */
{ /* dirty */
(_NEW_MULTISAMPLE | _NEW_PROGRAM | _NEW_BUFFERS), /* mesa */
ST_NEW_FRAGMENT_PROGRAM | ST_NEW_FRAMEBUFFER, /* st */
},
update_sample_shading /* update */
};
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