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authorAnuj Phogat <[email protected]>2014-09-05 12:19:22 -0700
committerAnuj Phogat <[email protected]>2014-10-01 12:04:15 -0700
commit68ee950c78a809db8df821d1c9f0a083b02fd905 (patch)
treef842813c0f948b64234eacf53ba08619e7a107a1 /src/mesa/Android.libmesa_glsl_utils.mk
parent7a4790148c524fbdc75fca9aaa4d4439dce911a2 (diff)
meta: Implement ext_framebuffer_multisample_blit_scaled extension
Extension enables doing a multisample buffer resolve and buffer scaling using a single glBlitFrameBuffer() call. Currently, we have this extension implemented in BLORP which is only used by SNB and IVB. This patch implements the extension in meta path which makes it available to Broadwell. Implementation features: - Supports scaled resolves of 2X, 4X and 8X multisample buffers. - Avoids unnecessary shader compilations by storing the pre compiled shaders for each supported sample count. - Uses bilinear filtering for both GL_SCALED_RESOLVE_FASTEST_EXT and GL_SCALED_RESOLVE_NICEST_EXT filter options. This is an allowed behavior in the extension's spec. - I tried doing bicubic filtering for GL_SCALED_RESOLVE_NICEST_EXT filter. It made the edges in the image look little smoother but the image gets blurred causing no overall quality improvement. For now I have dropped the idea of doing different filtering for nicest filter. V2: - Minor changes to simplify the fragment shader. - Refactor the code to move i965 specific sample_map computation out of Meta. We now use ctx->Const.SampleMap{2,4,8}x variables initialized by the driver. - Use a simple msaa resolve shader for scaled resolves with scaling factor = 1.0. V3: - Make changes to create a string out of ctx->Const.SampleMap{2,4,8}x variables and use it in fragment shader. V4: - Make changes to use uint8_t type ctx->Const.SampleMap{2,4,8}x variables. Signed-off-by: Anuj Phogat <[email protected]> Reviewed-by: Jordan Justen <[email protected]>
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