anv: Only consider minSampleShading when sampleShadingEnable is set

From the Vulkan 1.1.107 spec:

    Sample shading is enabled for a graphics pipeline:

      - If the interface of the fragment shader entry point of the
        graphics pipeline includes an input variable decorated with
        SampleId or SamplePosition. In this case minSampleShadingFactor
        takes the value 1.0.

      - Else if the sampleShadingEnable member of the
        VkPipelineMultisampleStateCreateInfo structure specified when
        creating the graphics pipeline is set to VK_TRUE. In this case
        minSampleShadingFactor takes the value of
        VkPipelineMultisampleStateCreateInfo::minSampleShading.

    Otherwise, sample shading is considered disabled.

In other words, if sampleShadingEnable is set to VK_FALSE, we should
ignore minSampleShading.

Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This commit is contained in:
Jason Ekstrand 2019-05-17 13:04:24 -05:00
parent 8413fd136c
commit 1c92358bd8

View file

@ -400,12 +400,12 @@ populate_wm_prog_key(const struct gen_device_info *devinfo,
* harmless to compute it and then let dead-code take care of it.
*/
if (ms_info->rasterizationSamples > 1) {
key->persample_interp =
key->persample_interp = ms_info->sampleShadingEnable &&
(ms_info->minSampleShading * ms_info->rasterizationSamples) > 1;
key->multisample_fbo = true;
}
key->frag_coord_adds_sample_pos = ms_info->sampleShadingEnable;
key->frag_coord_adds_sample_pos = key->persample_interp;
}
}