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radv: fix amount of sample shading with required sample shaded inputs
The Vulkan spec says:
If a fragment shader entry point statically uses an input variable
decorated with a BuiltIn of SampleId or SamplePosition,
sample shading is enabled and a value of 1.0 is used instead of minSampleShading.
If a fragment shader entry point statically uses an input variable decorated
with Sample, sample shading may be enabled and a value of 1.0 will be
used instead of minSampleShading if it is.
This means we have to overwrite the command buffer state entirely.
Cc: mesa-stable
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Marek Olšák <maraeo@gmail.com>
(cherry picked from commit e7a035df65)
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/41540>
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parent
6f58212969
commit
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2 changed files with 8 additions and 2 deletions
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@ -794,7 +794,7 @@
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"description": "radv: fix amount of sample shading with required sample shaded inputs",
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"nominated": true,
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"nomination_type": 1,
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"resolution": 0,
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"resolution": 1,
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"main_sha": null,
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"because_sha": null,
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"notes": null
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@ -1969,13 +1969,19 @@ radv_is_sample_shading_enabled(struct radv_cmd_buffer *cmd_buffer, float *min_sa
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if (min_sample_shading)
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*min_sample_shading = 1.0f;
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/* If the PS requires sample shading for inputs,
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* min_sample_shading is overwritten to 1.0.
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*/
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if (ps && ps->info.ps.uses_sample_shading)
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return true;
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if (cmd_buffer->state.ms.sample_shading_enable) {
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if (min_sample_shading)
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*min_sample_shading = cmd_buffer->state.ms.min_sample_shading;
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return true;
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}
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return ps ? ps->info.ps.uses_sample_shading : false;
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return false;
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}
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static ALWAYS_INLINE unsigned
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