i965/blorp: Make sample count asserts a bit more lazy

Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
This commit is contained in:
Jason Ekstrand 2016-06-23 11:35:50 -07:00
parent aa4117a9e4
commit aa6c058ac4

View file

@ -1305,7 +1305,7 @@ brw_blorp_build_nir_shader(struct brw_context *brw,
nir_ssa_def *src_pos, *dst_pos, *color;
/* Sanity checks */
if (key->dst_tiled_w && key->rt_samples > 0) {
if (key->dst_tiled_w && key->rt_samples > 1) {
/* If the destination image is W tiled and multisampled, then the thread
* must be dispatched once per sample, not once per pixel. This is
* necessary because after conversion between W and Y tiling, there's no
@ -1336,13 +1336,13 @@ brw_blorp_build_nir_shader(struct brw_context *brw,
/* Make sure layout is consistent with sample count */
assert((key->tex_layout == INTEL_MSAA_LAYOUT_NONE) ==
(key->tex_samples == 0));
(key->tex_samples <= 1));
assert((key->rt_layout == INTEL_MSAA_LAYOUT_NONE) ==
(key->rt_samples == 0));
(key->rt_samples <= 1));
assert((key->src_layout == INTEL_MSAA_LAYOUT_NONE) ==
(key->src_samples == 0));
(key->src_samples <= 1));
assert((key->dst_layout == INTEL_MSAA_LAYOUT_NONE) ==
(key->dst_samples == 0));
(key->dst_samples <= 1));
nir_builder b;
nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, NULL);