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Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com
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This is the standard pattern used by the other 3D graphics API.
BDW has slots for these values, but they aren't actually used until
SKL. Even though the documentation for BDW says they must be zero, it
doesn't seem to cause any harm to program them anyway.
The comment above for the 8x sample positions says that the hardware
implements centroid interpolation by picking the centre-most sample
that is inside the primitive. That implies that it might be worthwhile
to pick a pattern that includes 0.5,0.5. However by experimentation
this doesn't seem to actually be the case. With the sample positions
in this patch, if I modify the piglit test below so that it instead
reports the centroid position, it reports 0.492188,0.421875 which
doesn't match any of the positions. If I modify the sample positions
so that they include one at exactly 0.5,0.5 it doesn't help and it
reports another position which is even further from the center for
some reason.
arb_gpu_shader5-interpolateAtSample-different
Kenneth Graunke experimented with some other patterns that have a
higher standard deviation but I think after some discussion it was
decided that it would be better to pick the same pattern as the other
graphics API in case there are games that rely on this pattern.
(Based on a patch by Kenneth Graunke)
Cc: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ben Widawsky <ben at bwidawsk.net>
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It's been merged into brw_state_flags::brw for simplicity and
efficiency.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Reviewed-by: Matt Turner <mattst88@gmail.com>
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Most of the dirty flags were listed in some arbitrary order. Some used
bonus parenthesis. Some put multiple flags on one line, others put one
per line. Some used tabs instead of spaces...but only on some lines.
This patch settles on one flag per line, in alphabetical order, using
spaces instead of tabs, and sheds the unnecessary parentheses.
Sorting was mostly done with vim's visual block feature and !sort,
although I alphabetized short lists by hand; it was pretty manual.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Reviewed-by: Matt Turner <mattst88@gmail.com>
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This keeps us from having to emit the nonpipelined state packet on every
FBO binding.
-4.42003% +/- 1.09961% effect on cairo-perf-trace runtime on glamor (n=110).
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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These enumerations are simply log2 of the number of multisamples shifted
by a bit, so we can calculate them using ffs() in a lot less code.
Suggested by Eric Anholt.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
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There are only two sensible placements for 2x MSAA samples - and one is
the mirror image of the other. I chose (0.25, 0.25) and (0.75, 0.75).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
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Storing a single value in an array is rather pointless.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
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On previous platforms, 3DSTATE_MULTISAMPLE contained the number of
samples, pixel location, and the positions of each sample within a pixel
for each multisampling mode (4x and 8x). It was also a non-pipelined
command, presumably since changing the sample positions is fairly
drastic.
Broadwell improves upon this by splitting the sample positions out into
a separate non-pipelined state packet, 3DSTATE_SAMPLE_PATTERN. With
that removed, 3DSTATE_MULTISAMPLE becomes a pipelined state packet.
Broadwell also supports 2x and 16x multisampling, in addition to the 4x
and 8x supported by Gen7. This patch, however, does not implement 2x
and 16x.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
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