Hi, llvmpipe could implement line and polygon smoothing by rasterizing in MSAA and passing the coverage to SampleMaskIn in the fragment shader, but doing Z/S tests and color writes and everything else single-sampled. Then, FragColor.a *= bitcount(SampleMaskIn) / (float)num_samples. It's roughly what OpenGL requires. There is at least one other gallium driver that does that.
Marek On Mon, Jan 4, 2021 at 3:02 PM Brian Paul <bri...@vmware.com> wrote: > Hi Andreas, > > I'm forwarding your message to the mesa-dev list for better visibility. > > BTW, when you say "antialiasing" below, what exactly do you mean? > > -Brian > > > -------- Forwarded Message -------- > Subject: [Mesa-users] Issues with removal of classic OSMesa > Date: Thu, 31 Dec 2020 12:56:04 +0100 > From: Andreas Fänger <a.faen...@e-sign.com> > To: mesa-us...@lists.freedesktop.org > > Hi, > > I've just seen that classic OSMesa has been removed (again) from Mesa3D > a few weeks ago with this commit "mesa: Retire classic OSMesa". > > We are still actively using classical OSMesa for high quality rendering > of still images in a headless environment with no GPU support > (server-based rendering on windows and linux) > > Unfortunately, none of the alternative software renderers provide all > the features that we require, which is antialiasing and anisotropic > filtering. The current state is (correct me if I'm wrong) > > * softpipe: anisotropic filtering is supported, no antialiasing > > * llvmpipe: no anisotropic filtering, has MSAA > > * openswr: no anisotropic filtering, has MSAA, no OSMesa interface (?) > > We had hoped that classical OSMesa is only removed when there is a full > replacement after the discussions in 2016 when OSMesa was about to be > removed for the first time > > https://lists.freedesktop.org/archives/mesa-dev/2016-March/109665.html > > https://lists.freedesktop.org/archives/mesa-users/2016-March/001132.html > > and the commit that reverted the removal > > > http://cgit.freedesktop.org/mesa/mesa/commit/?id=9601815b4be886f4d92bf74916de98f3bdb7275c > > Are there any plans to enhance the renderers so that at least one of > them is providing both anisotropic filtering and antialiasing? > > As far as I know, anisotropic texture filtering is also one of the > OpenGL 4.6 requirements. > > In 2016 I was told that there are only very few developers involved in > llvmpipe and that chances are not high that someone is going to port the > softpipe anisotropic filtering implementation as llvmpipe is much more > complex. Is there any change in that situation? > > If there are no such plans, is there any chance of reverting this commit > again so that classical OSMesa is available for windows and linux in > mesa >20? > > Regards, > > Andreas Fänger > > _______________________________________________ > mesa-dev mailing list > mesa-dev@lists.freedesktop.org > https://lists.freedesktop.org/mailman/listinfo/mesa-dev >
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