@ -453,35 +453,47 @@ unsigned vrend_renderer_query_multisample_caps(unsigned max_samples, struct virg
uint max_samples_confirmed = 1 ;
uint test_num_samples [ 4 ] = { 2 , 4 , 8 , 16 } ;
int out_buf_offsets [ 4 ] = { 0 , 1 , 2 , 4 } ;
int lowest_working_ms_count_idx = - 1 ;
glGenFramebuffers ( 1 , & fbo ) ;
memset ( caps - > sample_locations , 0 , 8 * sizeof ( uint32_t ) ) ;
for ( int i = 0 ; i < 4 & & test_num_samples [ i ] < = max_samples ; + + i ) {
for ( int i = 3 ; i > = 0 ; i - - ) {
if ( test_num_samples [ i ] > max_samples )
continue ;
glGenTextures ( 1 , & tex ) ;
glBindTexture ( GL_TEXTURE_2D_MULTISAMPLE , tex ) ;
glTexStorage2DMultisample ( GL_TEXTURE_2D_MULTISAMPLE , test_num_samples [ i ] , GL_RGBA32F , 1 6, 1 6, GL_TRUE ) ;
glTexStorage2DMultisample ( GL_TEXTURE_2D_MULTISAMPLE , test_num_samples [ i ] , GL_RGBA32F , 64 , 64 , GL_TRUE ) ;
status = glGetError ( ) ;
if ( status = = GL_NO_ERROR ) {
glBindFramebuffer ( GL_FRAMEBUFFER , fbo ) ;
glFramebufferTexture2D ( GL_FRAMEBUFFER , GL_COLOR_ATTACHMENT0 , GL_TEXTURE_2D_MULTISAMPLE , tex , 0 ) ;
status = glCheckFramebufferStatus ( GL_FRAMEBUFFER ) ;
if ( status = = GL_FRAMEBUFFER_COMPLETE ) {
max_samples_confirmed = test_num_samples [ i ] ;
if ( max_samples_confirmed < test_num_samples [ i ] )
max_samples_confirmed = test_num_samples [ i ] ;
for ( uint k = 0 ; k < test_num_samples [ i ] ; + + k ) {
float msp [ 2 ] ;
uint32_t compressed ;
glGetMultisamplefv ( GL_SAMPLE_POSITION , k , msp ) ;
debug_printf ( " VIRGL: sample postion [%2d/%2d] = (%f, %f) \n " ,
k , test_num_samples [ i ] , msp [ 0 ] , msp [ 1 ] ) ;
compressed = ( ( unsigned ) ( floor ( msp [ 0 ] * 16.0f ) ) & 0xf ) < < 4 ;
compressed | = ( ( unsigned ) ( floor ( msp [ 1 ] * 16.0f ) ) & 0xf ) ;
caps - > sample_locations [ out_buf_offsets [ i ] + ( k > > 2 ) ] | = compressed < < ( 8 * ( k & 3 ) ) ;
}
lowest_working_ms_count_idx = i ;
} else {
/* If a framebuffer doesn't support low sample counts,
* use the sample position from the last working larger count . */
if ( lowest_working_ms_count_idx > 0 ) {
for ( uint k = 0 ; k < test_num_samples [ i ] ; + + k ) {
caps - > sample_locations [ out_buf_offsets [ i ] + ( k > > 2 ) ] =
caps - > sample_locations [ out_buf_offsets [ lowest_working_ms_count_idx ] + ( k > > 2 ) ] ;
}
}
}
glBindFramebuffer ( GL_FRAMEBUFFER , 0 ) ;
}
glBindFramebuffer ( GL_FRAMEBUFFER , 0 ) ;
glDeleteTextures ( 1 , & tex ) ;
}
glDeleteFramebuffers ( 1 , & fbo ) ;