I don't plan to expose the GCN functionality. If I wanted to, I would add
the sample count into the rasterizer state, because it only affects
gl_SampleMaskIn.
Marek
On Fri, Nov 30, 2018 at 5:12 PM Rob Clark wrote:
> I guess as long as it is just a single draw, it works out to the same
> thing.
I guess as long as it is just a single draw, it works out to the same
thing. Maybe to expose the GCN functionality we could do something
like
PIPE_CAP_SURFACE_SAMPLE_COUNT:
0 - unsupported
1 - msaa per draw
2 - msaa per renderpass
??
BR,
-R
On Fri, Nov 30, 2018 at 3:41 PM Marek
GCN calls it overrasterization multisampling, but it's really only useful
for polygon smoothing, because there is no temporary buffer.
Marek
On Fri, Nov 30, 2018 at 3:35 PM Rob Clark wrote:
> On Fri, Nov 30, 2018 at 3:25 PM Marek Olšák wrote:
> >
> > Suggestions:
> > -
On Fri, Nov 30, 2018 at 3:25 PM Marek Olšák wrote:
>
> Suggestions:
> - PIPE_CAP_TILED_BASED_MSAA_OVERSAMPLING
> - pipe_surface::tile_based_oversample_count
>
> I'm assuming this feature isn't possible without tile-based rendering.
I guess technically an IMR could do it, with an internal
Suggestions:
- PIPE_CAP_TILED_BASED_MSAA_OVERSAMPLING
- pipe_surface::tile_based_oversample_count
I'm assuming this feature isn't possible without tile-based rendering.
Marek
On Fri, Nov 30, 2018 at 1:23 PM Kristian Høgsberg
wrote:
> On Fri, Nov 30, 2018 at 10:17 AM Marek Olšák wrote:
> >
>
On Fri, Nov 30, 2018 at 10:17 AM Marek Olšák wrote:
>
> On Fri, Nov 30, 2018 at 1:13 PM Kristian Høgsberg wrote:
>>
>> On Fri, Nov 16, 2018 at 7:48 PM Marek Olšák wrote:
>> >
>> > I think the name PIPE_CAP_MULTISAMPLED_RENDER_TO_TEXTURE is slightly
>> > misleading, because it doesn't imply
On Fri, Nov 30, 2018 at 1:13 PM Kristian Høgsberg
wrote:
> On Fri, Nov 16, 2018 at 7:48 PM Marek Olšák wrote:
> >
> > I think the name PIPE_CAP_MULTISAMPLED_RENDER_TO_TEXTURE is slightly
> misleading, because it doesn't imply anything about the OpenGL ES behavior,
> which is that a texture is
On Fri, Nov 16, 2018 at 7:48 PM Marek Olšák wrote:
>
> I think the name PIPE_CAP_MULTISAMPLED_RENDER_TO_TEXTURE is slightly
> misleading, because it doesn't imply anything about the OpenGL ES behavior,
> which is that a texture is multisampled in the cache, but single-sampled in
> memory. This
On Tue, Nov 6, 2018 at 6:26 PM Roland Scheidegger wrote:
>
> Am 07.11.18 um 00:03 schrieb Kristian Høgsberg:
> > On Tue, Nov 6, 2018 at 2:44 PM Axel Davy wrote:
> >>
> >> Hi,
> >>
> >> Is there anything to be done in the nine state trackers (or other state
> >> trackers).
> >>
> >> Nine uses
I think the name PIPE_CAP_MULTISAMPLED_RENDER_TO_TEXTURE is slightly
misleading, because it doesn't imply anything about the OpenGL ES behavior,
which is that a texture is multisampled in the cache, but single-sampled in
memory. This should be mentioned somewhere.
Marek
On Tue, Nov 6, 2018 at
Am 07.11.18 um 00:03 schrieb Kristian Høgsberg:
> On Tue, Nov 6, 2018 at 2:44 PM Axel Davy wrote:
>>
>> Hi,
>>
>> Is there anything to be done in the nine state trackers (or other state
>> trackers).
>>
>> Nine uses create_surface. Should it expect the field to be filled
>> properly by the driver
On Tue, Nov 6, 2018 at 2:44 PM Axel Davy wrote:
>
> Hi,
>
> Is there anything to be done in the nine state trackers (or other state
> trackers).
>
> Nine uses create_surface. Should it expect the field to be filled
> properly by the driver ?
Nothing is required from any state tracker, but if
Hi,
Is there anything to be done in the nine state trackers (or other state
trackers).
Nine uses create_surface. Should it expect the field to be filled
properly by the driver ?
On 06/11/2018 23:09, Kristian H. Kristensen wrote:
+ /**
+* If a driver doesn't advertise
This new pipe cap and the new nr_samples field in pipe_surface lets a
state tracker bind a render target with a different sample count than
the resource. This allows for implementing
EXT_multisampled_render_to_texture and
EXT_multisampled_render_to_texture2.
Signed-off-by: Kristian H. Kristensen
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