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authorPaul Berry <[email protected]>2012-07-07 08:02:48 -0700
committerPaul Berry <[email protected]>2012-07-20 09:35:37 -0700
commitb961d37e613b8b14927c42e09d16d09d70ebcb77 (patch)
tree3fac424fdde93e42053f4da8f896f8b1ce60b3f1 /src/mesa/drivers/dri/Android.mk
parent6a27506181b29c8b7eda7bd6cf80689f849e181d (diff)
i965/blorp: Modify manual_blend() to avoid unnecessary loss of precision.
When downsampling from an MSAA image to a single-sampled image, it is inevitable that some loss of numerical precision will occur, since we have to use 32-bit floating point registers to hold the intermediate results while blending. However, it seems reasonable to expect that when all samples corresponding to a given pixel have the exact same color value, there will be no loss of precision. Previously, we averaged samples as follows: blend = (((sample[0] + sample[1]) + sample[2]) + sample[3]) / 4 This had the potential to lose numerical precision when all samples have the same color value, since ((sample[0] + sample[1]) + sample[2]) may not be precisely representable as a 32-bit float, even if the individual samples are. This patch changes the formula to: blend = ((sample[0] + sample[1]) + (sample[2] + sample[3])) / 4 This avoids any loss of precision in the event that all samples are the same, by ensuring that each addition operation adds two equal values. As a side benefit, this puts the formula in the form we will need in order to implement correct blending of integer formats. Reviewed-by: Anuj Phogat <[email protected]>
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