Re: [Mesa-dev] [PATCH] mesa/meta: Use interpolateAtSample for 16x MSAA copy blit

2015-09-29 Thread Neil Roberts
Ilia Mirkin writes: > A couple of fairly generic comments: > > - It is not at all clear to me why it's OK to interpolate at sample 0 Yes, this was cheating a little bit. At least on Intel hardware the samples are supposed to be sorted by order of distance from the centre so sample 0 will be the

Re: [Mesa-dev] [PATCH] mesa/meta: Use interpolateAtSample for 16x MSAA copy blit

2015-09-28 Thread Ilia Mirkin
A couple of fairly generic comments: - It is not at all clear to me why it's OK to interpolate at sample 0 -- this was previously interpolated at the sample, but apparently it doesn't matter where it's interpolated? Why not? [A future reader of the code might have a similar question.] - I think th

Re: [Mesa-dev] [PATCH] mesa/meta: Use interpolateAtSample for 16x MSAA copy blit

2015-09-28 Thread Matt Turner
On Mon, Sep 28, 2015 at 11:00 AM, Neil Roberts wrote: > Previously there was a problem in i965 where if 16x MSAA is used then > some of the sample positions are exactly on the 0 x or y axis. When > the MSAA copy blit shader interpolates the texture coordinates at > these sample positions it was po

[Mesa-dev] [PATCH] mesa/meta: Use interpolateAtSample for 16x MSAA copy blit

2015-09-28 Thread Neil Roberts
Previously there was a problem in i965 where if 16x MSAA is used then some of the sample positions are exactly on the 0 x or y axis. When the MSAA copy blit shader interpolates the texture coordinates at these sample positions it was possible that it would jump to a neighboring texel due to roundin