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i965/blorp: Make sample count asserts a bit more lazy
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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aa4117a9e4
commit
aa6c058ac4
1 changed files with 5 additions and 5 deletions
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@ -1305,7 +1305,7 @@ brw_blorp_build_nir_shader(struct brw_context *brw,
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nir_ssa_def *src_pos, *dst_pos, *color;
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/* Sanity checks */
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if (key->dst_tiled_w && key->rt_samples > 0) {
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if (key->dst_tiled_w && key->rt_samples > 1) {
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/* If the destination image is W tiled and multisampled, then the thread
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* must be dispatched once per sample, not once per pixel. This is
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* necessary because after conversion between W and Y tiling, there's no
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@ -1336,13 +1336,13 @@ brw_blorp_build_nir_shader(struct brw_context *brw,
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/* Make sure layout is consistent with sample count */
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assert((key->tex_layout == INTEL_MSAA_LAYOUT_NONE) ==
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(key->tex_samples == 0));
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(key->tex_samples <= 1));
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assert((key->rt_layout == INTEL_MSAA_LAYOUT_NONE) ==
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(key->rt_samples == 0));
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(key->rt_samples <= 1));
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assert((key->src_layout == INTEL_MSAA_LAYOUT_NONE) ==
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(key->src_samples == 0));
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(key->src_samples <= 1));
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assert((key->dst_layout == INTEL_MSAA_LAYOUT_NONE) ==
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(key->dst_samples == 0));
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(key->dst_samples <= 1));
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nir_builder b;
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nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, NULL);
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