On 10/25/2013 05:05 PM, Christoph Bumiller wrote: > On 25.10.2013 23:51, Bryan Cain wrote: >> On 10/25/2013 04:11 PM, Christoph Bumiller wrote: >>> On 25.10.2013 20:35, Emil Velikov wrote: >>>> On 21/10/13 23:23, Bryan Cain wrote: >>>>> This is a port of 4da54c91d24da ("nvc0: implement multisample textures") >>>>> to >>>>> nv50. >>>>> >>>>> When coupled with the patch to only report 16 texture samplers (to fix >>>>> crashes), all of the Piglit tests in spec/arb_texture_multisample pass. >>>>> >>>> Hello Bryan, >>>> >>>> Big thanks for your work. As promised here is a quick piglit summary on >>>> my nv96 >>>> >>>> pass/fail/crash >>>> 69/32/27 >>>> >>>> * dmesg does not spit anything nouveau related during the tests >>>> * any geometry shader related tests were skipped >>>> (piglit: info: Failed to create GL 3.2 core context) >>>> * all the crashes are due to the following assert >>>> codegen/nv50_ir_emit_nv50.cpp:1393:emitTEX: Assertion `argc <= 4' failed. >>> I'm not sure how you'd get > 4 arguments there (x y layer sample ?). >>> There's no mip maps for multisample textures. >>> >>> But either way you're probably going to have to do things by hand: >>> E.g. MS8 textures contain contiguous 4x2 rectangles of samples for each >>> pixel, so you multiply x by 4 and y by 2 to arrive at the sub-rectangle >>> and then add the correct offsets for the sample id as seen in >>> get_sample_position (store the info in a constant buffer, that has to be >>> updated when texture changes). >>> >>> You might want to use a lookup table like in nve4 compute (look for "MS >>> sample coordinate offsets") to map sample id to coordinate offset, that >>> one works for any sample count as long as you don't use the ALT modes >>> (nve4 doesn't need to for textures, but for images/surfaces/UAVs/RATs >>> where the whole VM address calculation is done by hand). >> You're probably right. I don't know why MSAA appears to work for me, >> but there's probably something wrong with the output that I haven't >> noticed. I'll work on implementing it properly this weekend. > MSAA itself (rendering and resolving) has been working before, the only > thing that ARB_texture_multisample adds is texelFetch from MS resources.
I really should read an extension's spec carefully before trying to implement it so that I don't waste other people's time. Sorry. Bryan _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev