On 25.10.2013 23:51, Bryan Cain wrote: > On 10/25/2013 04:11 PM, Christoph Bumiller wrote: >> On 25.10.2013 20:35, Emil Velikov wrote: >>> On 21/10/13 23:23, Bryan Cain wrote: >>>> This is a port of 4da54c91d24da ("nvc0: implement multisample textures") to >>>> nv50. >>>> >>>> When coupled with the patch to only report 16 texture samplers (to fix >>>> crashes), all of the Piglit tests in spec/arb_texture_multisample pass. >>>> >>> Hello Bryan, >>> >>> Big thanks for your work. As promised here is a quick piglit summary on >>> my nv96 >>> >>> pass/fail/crash >>> 69/32/27 >>> >>> * dmesg does not spit anything nouveau related during the tests >>> * any geometry shader related tests were skipped >>> (piglit: info: Failed to create GL 3.2 core context) >>> * all the crashes are due to the following assert >>> codegen/nv50_ir_emit_nv50.cpp:1393:emitTEX: Assertion `argc <= 4' failed. >> I'm not sure how you'd get > 4 arguments there (x y layer sample ?). >> There's no mip maps for multisample textures. >> >> But either way you're probably going to have to do things by hand: >> E.g. MS8 textures contain contiguous 4x2 rectangles of samples for each >> pixel, so you multiply x by 4 and y by 2 to arrive at the sub-rectangle >> and then add the correct offsets for the sample id as seen in >> get_sample_position (store the info in a constant buffer, that has to be >> updated when texture changes). >> >> You might want to use a lookup table like in nve4 compute (look for "MS >> sample coordinate offsets") to map sample id to coordinate offset, that >> one works for any sample count as long as you don't use the ALT modes >> (nve4 doesn't need to for textures, but for images/surfaces/UAVs/RATs >> where the whole VM address calculation is done by hand). > You're probably right. I don't know why MSAA appears to work for me, > but there's probably something wrong with the output that I haven't > noticed. I'll work on implementing it properly this weekend.
MSAA itself (rendering and resolving) has been working before, the only thing that ARB_texture_multisample adds is texelFetch from MS resources. _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev