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-rw-r--r--src/mesa/drivers/dri/i965/brw_blorp_blit.cpp9
1 files changed, 7 insertions, 2 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp b/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp
index 6e156d0f00a..034c7019573 100644
--- a/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp
+++ b/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp
@@ -1800,6 +1800,11 @@ brw_blorp_blit_params::brw_blorp_blit_params(struct brw_context *brw,
* account for the differences in aspect ratio between the Y and W
* sub-tiles. We need to modify the layer width and height similarly.
*
+ * A correction needs to be applied when MSAA is in use: since
+ * INTEL_MSAA_LAYOUT_IMS uses an interleaving pattern whose height is 4,
+ * we need to align the Y coordinates to multiples of 8, so that when
+ * they are divided by two they are still multiples of 4.
+ *
* Note: Since the x/y offset of the surface will be applied using the
* SURFACE_STATE command packet, it will be invisible to the swizzling
* code in the shader; therefore it needs to be in a multiple of the
@@ -1821,7 +1826,7 @@ brw_blorp_blit_params::brw_blorp_blit_params(struct brw_context *brw,
* TODO: what if this makes the coordinates (or the texture size) too
* large?
*/
- const unsigned x_align = 8, y_align = 4;
+ const unsigned x_align = 8, y_align = dst.num_samples != 0 ? 8 : 4;
x0 = ROUND_DOWN_TO(x0, x_align) * 2;
y0 = ROUND_DOWN_TO(y0, y_align) / 2;
x1 = ALIGN(x1, x_align) * 2;
@@ -1843,7 +1848,7 @@ brw_blorp_blit_params::brw_blorp_blit_params(struct brw_context *brw,
*
* TODO: what if this makes the texture size too large?
*/
- const unsigned x_align = 8, y_align = 4;
+ const unsigned x_align = 8, y_align = src.num_samples != 0 ? 8 : 4;
src.width = ALIGN(src.width, x_align) * 2;
src.height = ALIGN(src.height, y_align) / 2;
src.x_offset *= 2;