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anv/pipeline: Fix setting per sample shading in pixel shader
We should use the persample_dispatch variable in prog_data. Fixes all (~60) the DEQP sample shading tests. Many tests exited with VK_ERROR_OUT_OF_DEVICE_MEMORY without this patch. V2: Use the shader key bits set in brw_compile_fs (Jason) Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com> Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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1 changed files with 1 additions and 4 deletions
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@ -365,16 +365,13 @@ genX(graphics_pipeline_create)(
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wm_prog_data->dispatch_grf_start_reg_2;
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}
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bool per_sample_ps = pCreateInfo->pMultisampleState &&
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pCreateInfo->pMultisampleState->sampleShadingEnable;
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anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PS_EXTRA), ps) {
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ps.PixelShaderValid = true;
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ps.PixelShaderKillsPixel = wm_prog_data->uses_kill;
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ps.PixelShaderComputedDepthMode = wm_prog_data->computed_depth_mode;
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ps.AttributeEnable = wm_prog_data->num_varying_inputs > 0;
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ps.oMaskPresenttoRenderTarget = wm_prog_data->uses_omask;
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ps.PixelShaderIsPerSample = per_sample_ps;
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ps.PixelShaderIsPerSample = wm_prog_data->persample_dispatch;
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ps.PixelShaderUsesSourceDepth = wm_prog_data->uses_src_depth;
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ps.PixelShaderUsesSourceW = wm_prog_data->uses_src_w;
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#if GEN_GEN >= 9
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