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-rw-r--r--src/mesa/drivers/common/meta_blit.c39
1 files changed, 37 insertions, 2 deletions
diff --git a/src/mesa/drivers/common/meta_blit.c b/src/mesa/drivers/common/meta_blit.c
index 496ce458824..4a2444af0f9 100644
--- a/src/mesa/drivers/common/meta_blit.c
+++ b/src/mesa/drivers/common/meta_blit.c
@@ -357,10 +357,16 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_DEPTH_COPY ||
shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_COPY) {
char *sample_index;
+ const char *tex_coords = "texCoords";
if (dst_is_msaa) {
sample_index = "gl_SampleID";
name = "depth MSAA copy";
+
+ if (ctx->Extensions.ARB_gpu_shader5 && samples >= 16) {
+ /* See comment below for the color copy */
+ tex_coords = "interpolateAtOffset(texCoords, vec2(0.0))";
+ }
} else {
/* From the GL 4.3 spec:
*
@@ -392,17 +398,19 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
"#version 130\n"
"#extension GL_ARB_texture_multisample : enable\n"
"#extension GL_ARB_sample_shading : enable\n"
+ "#extension GL_ARB_gpu_shader5 : enable\n"
"uniform sampler2DMS%s texSampler;\n"
"in %s texCoords;\n"
"out vec4 out_color;\n"
"\n"
"void main()\n"
"{\n"
- " gl_FragDepth = texelFetch(texSampler, i%s(texCoords), %s).r;\n"
+ " gl_FragDepth = texelFetch(texSampler, i%s(%s), %s).r;\n"
"}\n",
sampler_array_suffix,
texcoord_type,
texcoord_type,
+ tex_coords,
sample_index);
} else {
/* You can create 2D_MULTISAMPLE textures with 0 sample count (meaning 1
@@ -415,7 +423,33 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
dst_is_msaa ? "copy" : "resolve");
if (dst_is_msaa) {
- sample_resolve = ralloc_asprintf(mem_ctx, " out_color = texelFetch(texSampler, i%s(texCoords), gl_SampleID);", texcoord_type);
+ const char *tex_coords;
+
+ if (ctx->Extensions.ARB_gpu_shader5 && samples >= 16) {
+ /* If interpolateAtOffset is available then it will be used to
+ * force the interpolation to the center. This is required at
+ * least on Intel hardware because it is possible to have a sample
+ * position on the 0 x or y axis which means it will lie exactly
+ * on the pixel boundary. If we let the hardware interpolate the
+ * coordinates at one of these positions then it is possible for
+ * it to jump to a neighboring texel when converting to ints due
+ * to rounding errors. This is only done for >= 16x MSAA because
+ * it probably has some overhead. It is more likely that some
+ * hardware will use one of these problematic positions at 16x
+ * MSAA because in that case in D3D they are defined to be at
+ * these positions.
+ */
+ tex_coords = "interpolateAtOffset(texCoords, vec2(0.0))";
+ } else {
+ tex_coords = "texCoords";
+ }
+
+ sample_resolve =
+ ralloc_asprintf(mem_ctx,
+ " out_color = texelFetch(texSampler, "
+ "i%s(%s), gl_SampleID);",
+ texcoord_type, tex_coords);
+
merge_function = "";
} else {
int i;
@@ -486,6 +520,7 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
"#version 130\n"
"#extension GL_ARB_texture_multisample : enable\n"
"#extension GL_ARB_sample_shading : enable\n"
+ "#extension GL_ARB_gpu_shader5 : enable\n"
"#define gvec4 %svec4\n"
"uniform %ssampler2DMS%s texSampler;\n"
"in %s texCoords;\n"