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b1b9f68d4c
v2: Add Neil to the list of contributors. I meant to do that before, but Matt reminded me. v3: Fix typos noticed by Nicolai. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
177 lines
5.5 KiB
Plaintext
177 lines
5.5 KiB
Plaintext
Name
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EXT_shader_samples_identical
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Name Strings
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GL_EXT_shader_samples_identical
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Contact
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Ian Romanick, Intel (ian.d.romanick 'at' intel.com)
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Contributors
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Chris Forbes, Mesa
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Magnus Wendt, Intel
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Neil S. Roberts, Intel
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Graham Sellers, AMD
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Status
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XXX - Not complete yet.
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Version
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Last Modified Date: November 19, 2015
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Revision: 6
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Number
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TBD
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Dependencies
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OpenGL 3.2, or OpenGL ES 3.1, or ARB_texture_multisample is required.
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This extension is written against the OpenGL 4.5 (Core Profile)
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Specification
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Overview
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Multisampled antialiasing has become a common method for improving the
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quality of rendered images. Multisampling differs from supersampling in
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that the color of a primitive that covers all or part of a pixel is
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resolved once, regardless of the number of samples covered. If a large
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polygon is rendered, the colors of all samples in each interior pixel will
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be the same. This suggests a simple compression scheme that can reduce
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the necessary memory bandwidth requirements. In one such scheme, each
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sample is stored in a separate slice of the multisample surface. An
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additional multisample control surface (MCS) contains a mapping from pixel
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samples to slices.
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If all the values stored in the MCS for a particular pixel are the same,
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then all the samples have the same value. Applications can take advantage
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of this information to reduce the bandwidth of reading multisample
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textures. A custom multisample resolve filter could optimize resolving
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pixels where every sample is identical by reading the color once.
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color = texelFetch(sampler, coordinate, 0);
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if (!textureSamplesIdenticalEXT(sampler, coordinate)) {
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for (int i = 1; i < MAX_SAMPLES; i++) {
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vec4 c = texelFetch(sampler, coordinate, i);
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//... accumulate c into color
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}
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}
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New Procedures and Functions
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None.
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New Tokens
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None.
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Additions to the OpenGL 4.5 (Core Profile) Specification
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None.
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Modifications to The OpenGL Shading Language Specification, Version 4.50.5
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Including the following line in a shader can be used to control the
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language features described in this extension:
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#extension GL_EXT_shader_samples_identical
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A new preprocessor #define is added to the OpenGL Shading Language:
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#define GL_EXT_shader_samples_identical
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Add to the table in section 8.7 "Texture Lookup Functions"
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Syntax:
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bool textureSamplesIdenticalEXT(gsampler2DMS sampler, ivec2 coord)
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bool textureSamplesIdenticalEXT(gsampler2DMSArray sampler,
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ivec3 coord)
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Description:
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Returns true if it can be determined that all samples within the texel
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of the multisample texture bound to <sampler> at <coord> contain the
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same values or false if this cannot be determined."
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Additions to the AGL/EGL/GLX/WGL Specifications
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None
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Errors
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None
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New State
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None
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New Implementation Dependent State
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None
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Issues
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1) What should the new functions be called?
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RESOLVED: textureSamplesIdenticalEXT. Initially
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textureAllSamplesIdenticalEXT was considered, but
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textureSamplesIdenticalEXT is more similar to the existing textureSamples
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function.
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2) It seems like applications could implement additional optimization if
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they were provided with raw MCS data. Should this extension also
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provide that data?
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There are a number of challenges in providing raw MCS data. The biggest
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problem being that the amount of MCS data depends on the number of
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samples, and that is not known at compile time. Additionally, without new
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texelFetch functions, applications would have difficulty utilizing the
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information.
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Another option is to have a function that returns an array of tuples of
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sample number and count. This also has difficulties with the maximum
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array size not being known at compile time.
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RESOLVED: Do not expose raw MCS data in this extension.
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3) Should this extension also extend SPIR-V?
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RESOLVED: Yes, but this has not yet been written.
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4) Is it possible for textureSamplesIdenticalEXT to report false negatives?
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RESOLVED: Yes. It is possible that the underlying hardware may not detect
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that separate writes of the same color to different samples of a pixel are
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the same. The shader function is at the whim of the underlying hardware
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implementation. It is also possible that a compressed multisample surface
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is not used. In that case the function will likely always return false.
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Revision History
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Rev Date Author Changes
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--- ---------- -------- ---------------------------------------------
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1 2014/08/20 cforbes Initial version
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2 2015/10/23 idr Change from MESA to EXT. Rebase on OpenGL 4.5,
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and add dependency on OpenGL ES 3.1. Initial
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draft of overview section and issues 1 through
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3.
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3 2015/10/27 idr Typo fixes.
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4 2015/11/10 idr Rename extension from EXT_shader_multisample_compression
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to EXT_shader_samples_identical.
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Add issue #4.
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5 2015/11/18 idr Fix some typos spotted by gsellers. Change the
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name of the name of the function to
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textureSamplesIdenticalEXT.
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6 2015/11/19 idr Fix more typos spotted by Nicolai Hähnle.
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