diff options
author | Chris Forbes <[email protected]> | 2014-11-18 21:49:53 +1300 |
---|---|---|
committer | Alejandro Piñeiro <[email protected]> | 2016-02-10 09:00:05 +0100 |
commit | 43d23e879c797fa9b6cbbae15e101f2a3ee64751 (patch) | |
tree | 31f2270578d72839df234dc20f3f61a43fe4dc05 | |
parent | 878b2b8964c23d3be72dc28ef1a9758927f53214 (diff) |
i965/blorp: Fix hiz ops on MSAA surfaces
Two things were broken here:
- The depth/stencil surface dimensions were broken for MSAA.
- Sample count was programmed incorrectly.
Result was the depth resolve didn't work correctly on MSAA surfaces, and
so sampling the surface later produced garbage.
Fixes the new piglit test arb_texture_multisample-sample-depth, and
various artifacts in 'tesseract' with msaa=4 glineardepth=0.
Fixes freedesktop bug #76396.
Not observed any piglit regressions on Haswell.
v2: Just set brw_hiz_op_params::dst.num_samples rather than adding a
helper function (Ken).
Signed-off-by: Chris Forbes <[email protected]>
v3: moved the alignment needed for hiz+msaa to brw_blorp.cpp, as
suggested by Chad Versace (Alejandro Piñeiro on behalf of Chris
Forbes)
Signed-off-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
Tested-by: Jordan Justen <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_blorp.cpp | 10 |
1 files changed, 8 insertions, 2 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_blorp.cpp b/src/mesa/drivers/dri/i965/brw_blorp.cpp index 1bc6d15969f..4497eab3bf0 100644 --- a/src/mesa/drivers/dri/i965/brw_blorp.cpp +++ b/src/mesa/drivers/dri/i965/brw_blorp.cpp @@ -319,8 +319,14 @@ brw_hiz_op_params::brw_hiz_op_params(struct intel_mipmap_tree *mt, * not 8. But commit 1f112cc increased the alignment from 4 to 8, which * prevents the clobbering. */ - depth.width = ALIGN(depth.width, 8); - depth.height = ALIGN(depth.height, 4); + dst.num_samples = mt->num_samples; + if (dst.num_samples > 1) { + depth.width = ALIGN(mt->logical_width0, 8); + depth.height = ALIGN(mt->logical_height0, 4); + } else { + depth.width = ALIGN(depth.width, 8); + depth.height = ALIGN(depth.height, 4); + } x1 = depth.width; y1 = depth.height; |