/* *********************************************************************************************************************** * * Copyright (c) 2014-2025 Advanced Micro Devices, Inc. All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * **********************************************************************************************************************/ /** *********************************************************************************************************************** * @file palMsaaState.h * @brief Defines the Platform Abstraction Library (PAL) IMsaaState interface and related types. *********************************************************************************************************************** */ #pragma once #include "pal.h" #include "palDestroyable.h" namespace Pal { /// Specifies conservative rasterization mode enum class ConservativeRasterizationMode : uint8 { Overestimate = 0x0, ///< Fragments will be generated if the primitive area covers any portion of the pixel. Underestimate = 0x1, ///< Fragments will be generated if all of the pixel is covered by the primitive. Count }; /// Maximum supported number of MSAA color samples. constexpr uint32 MaxMsaaColorSamples = 16; /// Maximum supported number of MSAA depth samples. constexpr uint32 MaxMsaaDepthSamples = 8; /// Maximum supported number of MSAA fragments. constexpr uint32 MaxMsaaFragments = 8; /// Sampling pattern grid size. This is a quad of pixels, i.e. 2x2 grid of pixels. constexpr Extent2d MaxGridSize = { 2, 2 }; /// The positions are rounded to 1/Pow2(SubPixelBits) constexpr uint32 SubPixelBits = 4; /// Each pixel is subdivided into Pow2(SubPixelBits) x Pow2(SubPixelBits) grid of possible sample locations. constexpr Extent2d SubPixelGridSize = { 16, 16 }; /// Represents a 2D coordinate with each component in [-8/16, 7/16] struct SampleLocation { int8 x; ///< X offset. int8 y; ///< Y offset. /// Conversion operator that does sign-extension. operator Offset2d() const { return { x, y }; } }; /// Specifies a custom multisample pattern for a pixel quad. struct MsaaQuadSamplePattern { SampleLocation topLeft[MaxMsaaRasterizerSamples]; ///< Sample locations for TL pixel of quad. SampleLocation topRight[MaxMsaaRasterizerSamples]; ///< Sample locations for TR pixel of quad. SampleLocation bottomLeft[MaxMsaaRasterizerSamples]; ///< Sample locations for BL pixel of quad. SampleLocation bottomRight[MaxMsaaRasterizerSamples]; ///< Sample locations for BR pixel of quad. }; /// Specifies properties for creation of an @ref IMsaaState object. Input structure to IDevice::CreateMsaaState(). struct MsaaStateCreateInfo { uint8 coverageSamples; ///< Number of rasterizer samples. Must be greater than or equal to all sample /// rates in the pipeline. Valid values are 1, 2, 4, 8, and 16. uint8 exposedSamples; ///< Number of samples exposed in the pixel shader coverage mask. Must be less /// than or equal to coverageSamples. Valid values are 1, 2, 4, and 8. uint8 pixelShaderSamples; ///< Controls the pixel shader execution rate. Must be less than or equal to /// coverageSamples. Valid values are 1, 2, 4, and 8. Note that value with /// greater than 1 doesn't mean sample rate shading is enabled. Sample rate /// shading is enabled by either @ref forceSampleRateShading or pixel shader. uint8 depthStencilSamples; ///< Number of samples in the bound depth target. Must be less than or equal to /// coverageSamples. Valid values are 1, 2, 4, and 8. uint8 shaderExportMaskSamples; ///< Number of samples to use in the shader export mask. Should match the number /// of color target fragments clamped to /// @ref DeviceProperties imageProperties.maxMsaaFragments. uint8 sampleClusters; ///< Number of sample clusters to control over-rasterization (all samples in a /// cluster are rasterized if any are hit). Must be less than or equal to /// coverageSamples. Valid values are 1, 2, 4, and 8. uint8 alphaToCoverageSamples; ///< How many samples of quality to generate with alpha-to-coverage. Must be /// less than or equal to coverageSamples. Valid values are 1, 2, 4, 8, and 16. uint8 occlusionQuerySamples; ///< Controls the number of samples to use for occlusion queries. /// This value must never exceed the MSAA rate. uint16 sampleMask; ///< Bitmask of which color target and depth/stencil samples should be updated. /// The lowest bit corresponds to sample 0. /// Selects overestimate or underestimate conservative rasterization mode. Used only if /// @ref MsaaStateCreateInfo::flags::enableConservativeRasterization is set to true. ConservativeRasterizationMode conservativeRasterizationMode; union { struct { uint8 enableConservativeRasterization : 1; ///< Set to true to enable conservative rasterization uint8 enable1xMsaaSampleLocations : 1; ///< Set to true to enable 1xMSAA quad sample pattern uint8 disableAlphaToCoverageDither : 1; ///< Disables coverage dithering. uint8 enableLineStipple : 1; ///< Set to true to enable line stippling uint8 forceSampleRateShading : 1; ///< Sample rate shading can be enabled by either the pixel /// shader, or forced here with forceSampleRateShading = 1. /// Value 0 means sample rate shading is decided by pixel shader /// and value 1 means sample rate shading is forced enabled. /// This bit is for openGL glMinSampleShading, where sample rate /// shading can be enabled by glEnable(GL_SAMPLE_SHADING) /// instead of by the pixel shader. uint8 reserved : 3; ///< Reserved for future use }; uint8 u8All; } flags; }; /** *********************************************************************************************************************** * @interface IMsaaState * @brief Dynamic state object controlling fixed function MSAA state. * * Configures sample counts of various portions of the pipeline, specifies sample positions, etc. The full range of * EQAA hardware features are exposed. * * @see IDevice::CreateMsaaState *********************************************************************************************************************** */ class IMsaaState : public IDestroyable { public: /// Returns the value of the associated arbitrary client data pointer. /// Can be used to associate arbitrary data with a particular PAL object. /// /// @returns Pointer to client data. void* GetClientData() const { return m_pClientData; } /// Sets the value of the associated arbitrary client data pointer. /// Can be used to associate arbitrary data with a particular PAL object. /// /// @param [in] pClientData A pointer to arbitrary client data. void SetClientData( void* pClientData) { m_pClientData = pClientData; } protected: /// @internal Constructor. Prevent use of new operator on this interface. Client must create objects by explicitly /// called the proper create method. IMsaaState() : m_pClientData(nullptr) {} /// @internal Destructor. Prevent use of delete operator on this interface. Client must destroy objects by /// explicitly calling IDestroyable::Destroy() and is responsible for freeing the system memory allocated for the /// object on their own. virtual ~IMsaaState() { } private: /// @internal Client data pointer. This can have an arbitrary value and can be returned by calling GetClientData() /// and set via SetClientData(). /// For non-top-layer objects, this will point to the layer above the current object. void* m_pClientData; }; } // Pal