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authorIago Toral Quiroga <[email protected]>2017-03-23 11:56:06 +0100
committerIago Toral Quiroga <[email protected]>2017-03-24 08:11:53 +0100
commitddb2bb3ed4c6ebff38be5acb0566894eec0c66ae (patch)
tree7bafd96d9a58b982d67f36fd3593a11cffd6389f /src/intel/compiler
parent023ea3772dfcd81e6a5822a1812ff991d68cccd8 (diff)
anv/pipeline: make FragCoord include sample positions when sample shading
We need to know if sample shading has been requested during shader compilation since that affects the way fragment coordinates are computed. Notice that the semantics of fragment coordinates only depend on whether sample shading has been requested, not on whether more than one sample will actually be produced (that is, minSampleShading and rasterizationSamples do not affect this behavior). Because this setting affects the code we generate for the shader, we also need to include it in the WM prog key. Notice we don't need to alter the OpenGL code because it doesn't ever use this behavior, so they key's value is always false (the default). Fixes: dEQP-VK.glsl.builtin_var.fragcoord_msaa.* Reviewed-by: Jason Ekstrand <[email protected]>
Diffstat (limited to 'src/intel/compiler')
-rw-r--r--src/intel/compiler/brw_compiler.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/intel/compiler/brw_compiler.h b/src/intel/compiler/brw_compiler.h
index d4128bccbc1..922841381f2 100644
--- a/src/intel/compiler/brw_compiler.h
+++ b/src/intel/compiler/brw_compiler.h
@@ -292,6 +292,7 @@ struct brw_wm_prog_key {
bool clamp_fragment_color:1;
bool persample_interp:1;
bool multisample_fbo:1;
+ bool frag_coord_adds_sample_pos:1;
enum brw_wm_aa_enable line_aa:2;
bool high_quality_derivatives:1;
bool force_dual_color_blend:1;