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author | Marek Olšák <[email protected]> | 2015-03-15 18:11:19 +0100 |
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committer | Marek Olšák <[email protected]> | 2015-03-16 12:54:19 +0100 |
commit | 303d23e10d2caad69b2d122f45c78fee2906fc09 (patch) | |
tree | 58078e4d5617f812ea9fb43b6407866b3da9c14b /src/gallium/drivers/radeonsi/si_shader.h | |
parent | 4f20a8f278aa92fb0dc6abc6998171b3ddea7dc1 (diff) |
radeonsi: add shader code for smoothing
The fragment shader multiplies the alpha channel with gl_SampleMaskIn.
If blending is enabled, it looks like MSAA.
Reviewed-by: Michel Dänzer <[email protected]>
Diffstat (limited to 'src/gallium/drivers/radeonsi/si_shader.h')
-rw-r--r-- | src/gallium/drivers/radeonsi/si_shader.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/src/gallium/drivers/radeonsi/si_shader.h b/src/gallium/drivers/radeonsi/si_shader.h index 4f2bb911160..5b602ac3428 100644 --- a/src/gallium/drivers/radeonsi/si_shader.h +++ b/src/gallium/drivers/radeonsi/si_shader.h @@ -126,6 +126,7 @@ union si_shader_key { unsigned alpha_func:3; unsigned alpha_to_one:1; unsigned poly_stipple:1; + unsigned poly_line_smoothing:1; } ps; struct { unsigned instance_divisors[SI_NUM_VERTEX_BUFFERS]; |