On 17.07.2013 02:05, Marek Olšák wrote:
No, it's not faster, but it's not slower either.
Now that I think about it, I can't come up with a good shader-based
algorithm for the resolve operation.
I don't think Christoph's approach that an MSAA texture can be viewed
as a larger single-sample
Surprisingly all drivers supporting MSAA can already do this (r300g and r600g
for sure) and I think Christoph wanted to have this feature for his Nouveau
drivers anyway.
---
I'll remove PIPE_CAP_SCALED_RESOLVE in a follow-on change if this is acked.
src/mesa/state_tracker/st_extensions.c | 1 +
On 16.07.2013 19:26, Marek Olšák wrote:
Surprisingly all drivers supporting MSAA can already do this (r300g and r600g
for sure) and I think Christoph wanted to have this feature for his Nouveau
drivers anyway.
OK, they can do it, but is it actually any faster than doing a resolve
and regular
On 17.07.2013 00:12, Grigori Goronzy wrote:
On 16.07.2013 19:26, Marek Olšák wrote:
Surprisingly all drivers supporting MSAA can already do this (r300g
and r600g
for sure) and I think Christoph wanted to have this feature for his
Nouveau
drivers anyway.
OK, they can do it, but is it
No, it's not faster, but it's not slower either.
Now that I think about it, I can't come up with a good shader-based
algorithm for the resolve operation.
I don't think Christoph's approach that an MSAA texture can be viewed
as a larger single-sample texture is correct, because the physical
On 17.07.2013 02:05, Marek Olšák wrote:
No, it's not faster, but it's not slower either.
Now that I think about it, I can't come up with a good shader-based
algorithm for the resolve operation.
I don't think Christoph's approach that an MSAA texture can be viewed
as a larger single-sample
Evergreen and later chipsets can sample from compressed colorbuffers.
Cayman and later chipsets cannot even decompress them. On those
chipsets, the decompression code only converts the CMASK+FMASK combo
to a texturable FMASK.
Marek
On Wed, Jul 17, 2013 at 2:52 AM, Grigori Goronzy
On 16 July 2013 17:52, Grigori Goronzy g...@chown.ath.cx wrote:
On 17.07.2013 02:05, Marek Olšák wrote:
No, it's not faster, but it's not slower either.
Now that I think about it, I can't come up with a good shader-based
algorithm for the resolve operation.
I don't think Christoph's