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d3d12: When no framebuffer attachments are present, use ForcedSampleCount instead of SampleDesc.Count for MSAA
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14504>
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1 changed files with 6 additions and 1 deletions
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@ -261,7 +261,12 @@ create_gfx_pipeline_state(struct d3d12_context *ctx)
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pso_desc.RTVFormats[i] = d3d12_rtv_format(ctx, i);
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pso_desc.DSVFormat = state->dsv_format;
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pso_desc.SampleDesc.Count = state->samples;
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if (state->num_cbufs || state->dsv_format != DXGI_FORMAT_UNKNOWN) {
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pso_desc.SampleDesc.Count = state->samples;
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} else {
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pso_desc.SampleDesc.Count = 1;
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pso_desc.RasterizerState.ForcedSampleCount = state->samples;
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}
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pso_desc.SampleDesc.Quality = 0;
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pso_desc.NodeMask = 0;
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