diff options
author | Brian Paul <[email protected]> | 2017-07-31 21:12:07 -0600 |
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committer | Brian Paul <[email protected]> | 2018-09-10 13:07:30 -0600 |
commit | ac4a0c0e82e46d5f139070c3c8380973d916e6f3 (patch) | |
tree | b7c2e54e0cf96606f90bd2d808567d848d032ec3 | |
parent | 3c3fc7154e50e8ef4d81fef1d6b12d1ce57326a7 (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.c | 12 |
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; } |