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author | Anuj Phogat <[email protected]> | 2014-08-22 17:12:28 -0700 |
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committer | Anuj Phogat <[email protected]> | 2014-09-05 15:40:37 -0700 |
commit | d09167a39ff6ca50cd607547b001d28ee7b63fef (patch) | |
tree | c73732fffe2cdce849a0040fcb3e25071db9a283 /include/c11 | |
parent | 0b76c51728cc76543623554b8893ba332cdfe10f (diff) |
meta: Store precompiled msaa shaders for all supported sample counts
Currently, BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE* and
BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE* shaders
in setup_glsl_msaa_blit_shader() are not recompiled
when the source buffer sample count changes. For example,
implementation continued using a 4X msaa shader, even if
source buffer changes from 4X msaa to 8x msaa. It causes
incorrect rendering.
This patch adds new enums in blit_msaa_shader, one for
each supported sample count, and uses them to store
msaa shaders.
Fixes following piglit tests on Broadwell:
ext_framebuffer_multisample-accuracy all_samples color
ext_framebuffer_multisample-accuracy all_samples depth_draw
ext_framebuffer_multisample-accuracy all_samples depth_resolve
ext_framebuffer_multisample-accuracy all_samples stencil_draw
ext_framebuffer_multisample-accuracy all_samples stencil_resolve
ext_framebuffer_multisample-formats all_samples
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Jason Ekstarnd <[email protected]>
Diffstat (limited to 'include/c11')
0 files changed, 0 insertions, 0 deletions