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authorBrian Paul <[email protected]>2017-07-31 21:12:07 -0600
committerBrian Paul <[email protected]>2018-09-10 13:07:30 -0600
commitac4a0c0e82e46d5f139070c3c8380973d916e6f3 (patch)
treeb7c2e54e0cf96606f90bd2d808567d848d032ec3
parent3c3fc7154e50e8ef4d81fef1d6b12d1ce57326a7 (diff)
svga: implement no-op svga_set_min_samples()
This is part of the per-sample shading feature (PIPE_CAP_SAMPLE_SHADING). Reviewed-by: Charmaine Lee <[email protected]>
-rw-r--r--src/gallium/drivers/svga/svga_pipe_depthstencil.c12
1 files changed, 12 insertions, 0 deletions
diff --git a/src/gallium/drivers/svga/svga_pipe_depthstencil.c b/src/gallium/drivers/svga/svga_pipe_depthstencil.c
index e5caa4b2771..9f06a4b2692 100644
--- a/src/gallium/drivers/svga/svga_pipe_depthstencil.c
+++ b/src/gallium/drivers/svga/svga_pipe_depthstencil.c
@@ -305,6 +305,17 @@ svga_set_sample_mask(struct pipe_context *pipe,
}
+static void
+svga_set_min_samples(struct pipe_context *pipe, unsigned min_samples)
+{
+ /* This specifies the minimum number of times the fragment shader
+ * must run when doing per-sample shading for a MSAA render target.
+ * For our SVGA3D device, the FS is automatically run in per-sample
+ * mode if it uses the sample ID or sample position registers.
+ */
+}
+
+
void
svga_init_depth_stencil_functions(struct svga_context *svga)
{
@@ -314,4 +325,5 @@ svga_init_depth_stencil_functions(struct svga_context *svga)
svga->pipe.set_stencil_ref = svga_set_stencil_ref;
svga->pipe.set_sample_mask = svga_set_sample_mask;
+ svga->pipe.set_min_samples = svga_set_min_samples;
}