On Sat, Mar 2, 2013 at 3:02 AM, Roland Scheidegger <srol...@vmware.com> wrote: > Am 02.03.2013 01:36, schrieb Brian Paul: >> --- >> src/mesa/state_tracker/st_glsl_to_tgsi.cpp | 3 +++ >> 1 files changed, 3 insertions(+), 0 deletions(-) >> >> diff --git a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp >> b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp >> index 8e3e3b8..c41b583 100644 >> --- a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp >> +++ b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp >> @@ -2746,6 +2746,9 @@ glsl_to_tgsi_visitor::visit(ir_texture *ir) >> offset = this->result; >> } >> break; >> + case ir_txf_ms: >> + assert(!"Unexpected ir_txf_ms opcode"); >> + break; >> } >> >> if (ir->projector) { >> > > Series looks good to me. I guess we need a new opcode like > (TGSI_OPCODE_TXF_MS?), unless we switch everything over and only use the > new sample style opcodes which already have that (SAMPLE_I_MS) :-).
Not sure if you noticed, but MSAA texturing has already been implemented in Gallium [1][2] and some drivers (r600g, nouveau) for quite some time. This opcode is implemented with TGSI_OPCODE_TXF and the texture target set to TGSI_TEXTURE_2D_MSAA or TGSI_TEXTURE_2D_ARRAY_MSAA. There are already sample shaders in auxiliary/util/u_simple_shaders.c, which are used by u_blitter to blit between two MSAA resources, which is required by glBlitFramebuffer from GL_ARB_framebuffer_object. Therefore, the MSAA texture support is somewhat required to fully implement even the basic GL3.0 MSAA. [1] http://cgit.freedesktop.org/mesa/mesa/commit/?id=dacf5dc9ac1a700b86e0dc385513afaff41e7aea [2] http://cgit.freedesktop.org/mesa/mesa/commit/?id=825b45366d5308fd3e8e71c0c1943cb6ca8f69ea Marek _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev