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blorp: Set persample_msaa_dispatch for render shader
Only 3D shader gets dispatched per sample not the compute shader. Signed-off-by: Sagar Ghuge <sagar.ghuge@intel.com> Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33905>
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1 changed files with 3 additions and 1 deletions
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@ -1200,6 +1200,7 @@ blorp_build_nir_shader(struct blorp_context *blorp,
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/* It only makes sense to do persample dispatch if the render target is
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* configured as multisampled.
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*/
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assert(key->base.shader_pipeline == BLORP_SHADER_PIPELINE_RENDER);
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assert(key->rt_samples > 0);
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}
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@ -2055,7 +2056,8 @@ try_blorp_blit(struct blorp_batch *batch,
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key->use_kill = true;
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key->need_dst_offset = true;
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if (params->dst.surf.samples > 1) {
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if (key->base.shader_pipeline == BLORP_SHADER_PIPELINE_RENDER &&
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params->dst.surf.samples > 1) {
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/* If the destination surface is a W-tiled multisampled stencil
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* buffer that we're mapping as Y tiled, then we need to arrange for
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* the WM program to run once per sample rather than once per pixel,
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