llvmpipe: handle shader sample mask output

This probably isn't all that useful for GL, but there are apis where
sample_mask is a valid output even without msaa.
Just discard the pixel if the sample_mask doesn't include the bit for
sample 0.

Reviewed-by: Brian Paul <brianp@vmware.com>
This commit is contained in:
Roland Scheidegger
2017-10-17 21:55:03 +02:00
parent c5124fbc74
commit 3d0deed12a
+24 -2
View File
@@ -84,6 +84,7 @@
#include "gallivm/lp_bld_flow.h"
#include "gallivm/lp_bld_debug.h"
#include "gallivm/lp_bld_arit.h"
#include "gallivm/lp_bld_bitarit.h"
#include "gallivm/lp_bld_pack.h"
#include "gallivm/lp_bld_format.h"
#include "gallivm/lp_bld_quad.h"
@@ -347,7 +348,8 @@ generate_fs_loop(struct gallivm_state *gallivm,
if (!shader->info.base.writes_z && !shader->info.base.writes_stencil) {
if (key->alpha.enabled ||
key->blend.alpha_to_coverage ||
shader->info.base.uses_kill) {
shader->info.base.uses_kill ||
shader->info.base.writes_samplemask) {
/* With alpha test and kill, can do the depth test early
* and hopefully eliminate some quads. But need to do a
* special deferred depth write once the final mask value
@@ -516,6 +518,25 @@ generate_fs_loop(struct gallivm_state *gallivm,
}
}
if (shader->info.base.writes_samplemask) {
int smaski = find_output_by_semantic(&shader->info.base,
TGSI_SEMANTIC_SAMPLEMASK,
0);
LLVMValueRef smask;
struct lp_build_context smask_bld;
lp_build_context_init(&smask_bld, gallivm, int_type);
assert(smaski >= 0);
smask = LLVMBuildLoad(builder, outputs[smaski][0], "smask");
/*
* Pixel is alive according to the first sample in the mask.
*/
smask = LLVMBuildBitCast(builder, smask, smask_bld.vec_type, "");
smask = lp_build_and(&smask_bld, smask, smask_bld.one);
smask = lp_build_cmp(&smask_bld, PIPE_FUNC_NOTEQUAL, smask, smask_bld.zero);
lp_build_mask_update(&mask, smask);
}
/* Late Z test */
if (depth_mode & LATE_DEPTH_TEST) {
int pos0 = find_output_by_semantic(&shader->info.base,
@@ -2818,7 +2839,8 @@ generate_variant(struct llvmpipe_context *lp,
!key->alpha.enabled &&
!key->blend.alpha_to_coverage &&
!key->depth.enabled &&
!shader->info.base.uses_kill
!shader->info.base.uses_kill &&
!shader->info.base.writes_samplemask
? TRUE : FALSE;
if ((shader->info.base.num_tokens <= 1) &&