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v3dv: enable sample rate shading if fragment shader reads gl_SampleID
According to the spec, if a fragment shader reads gl_SampleID then the shader must be evaluated per-sample. Fixes: dEQP-VK.pipeline.multisample_shader_builtin.write_sample_mask.4_samples Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
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1 changed files with 2 additions and 1 deletions
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@ -2528,7 +2528,8 @@ pack_shader_state_record(struct v3dv_pipeline *pipeline)
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shader.fragment_shader_uses_real_pixel_centre_w_in_addition_to_centroid_w2 =
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prog_data_fs->uses_center_w;
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shader.enable_sample_rate_shading = pipeline->sample_rate_shading;
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shader.enable_sample_rate_shading = pipeline->sample_rate_shading ||
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prog_data_fs->force_per_sample_msaa;
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shader.any_shader_reads_hardware_written_primitive_id = false;
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