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palMsaaState.h
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/*
***********************************************************************************************************************
*
* 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