On 06/12/2012 06:52 PM, Jerome Glisse wrote: > On Tue, Jun 12, 2012 at 8:39 AM, Christoph Bumiller > <e0425...@student.tuwien.ac.at> wrote: >> On 06/12/2012 02:25 PM, Olivier Galibert wrote: >>> On Tue, Jun 12, 2012 at 01:50:08PM +0200, Christoph Bumiller wrote: >>>>> First question: how many depths should be computed, and for which >>>>> coordinates? Which of these values is associated with which sample? >>>> >>>> One for each sample point. The depth buffer will be multisampled as well. >>>> Coverage sampling (CSAA) where you have extra coverage samples that do >>>> NOT (necessarily) correspond to color sample locations are not covered >>>> by the GL spec, it's vendor-specific. >>> >>> Ok. So that means that if the shader writes z, you have to do full >>> supersampling then. >>> >> >> No, I don't think that's the case. You get per-sample depth values if >> you use fixed-pipe depth, but shader-computed depth should simply be >> replicated (to all samples covered by the shader invocation), like color >> outputs. > > I don't think thats how it wors, each sample will have its color and > depth value no matter if fixed pipeline or not. When resolving the
Sorry, "fixed-pipe" was misleading, I meant the z-value from the rasterizer (which can be regarded as fixed functionality), not "without (custom) shaders". If the shader is only invoked once for each fragment (i.e. MinSampleShading == 1), all the samples that belong to that fragment will share the same color and depth values. > msaa surface, you only use the sample that cover the surface to make > the average. > > Anyway that's my understanding. > > Cheers, > Jerome > _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev