tu: Rename per_samp to sample_shading to match ir3.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/36429>
This commit is contained in:
Emma Anholt
2025-07-28 15:04:15 -07:00
committed by Marge Bot
parent 6e0e6b0caf
commit c1392168e5
3 changed files with 9 additions and 5 deletions
+2 -2
View File
@@ -6361,7 +6361,7 @@ tu6_build_depth_plane_z_mode(struct tu_cmd_buffer *cmd, struct tu_cs *cs)
zmode = A6XX_EARLY_Z_LATE_Z;
if (zmode == A6XX_EARLY_Z_LATE_Z &&
(cmd->state.stencil_written_on_depth_fail || fs->fs.per_samp ||
(cmd->state.stencil_written_on_depth_fail || fs->fs.sample_shading ||
!vk_format_has_depth(depth_format) || !ds_test_enable)) {
zmode = A6XX_LATE_Z;
}
@@ -6454,7 +6454,7 @@ tu_emit_fdm_params(struct tu_cmd_buffer *cmd,
unsigned num_units)
{
STATIC_ASSERT(IR3_DP_FS(frag_invocation_count) == IR3_DP_FS_DYNAMIC);
tu_cs_emit(cs, fs->fs.per_samp ?
tu_cs_emit(cs, fs->fs.sample_shading ?
cmd->vk.dynamic_graphics_state.ms.rasterization_samples : 1);
tu_cs_emit(cs, 0);
tu_cs_emit(cs, 0);
+1 -1
View File
@@ -2855,7 +2855,7 @@ tu_shader_create(struct tu_device *dev,
}
case MESA_SHADER_FRAGMENT: {
const struct ir3_shader_variant *fs = shader->variant;
shader->fs.per_samp = fs->sample_shading || ir3_key->sample_shading;
shader->fs.sample_shading = fs->sample_shading || ir3_key->sample_shading;
shader->fs.has_fdm = key->fragment_density_map;
if (fs->has_kill)
shader->fs.lrz.status |= TU_LRZ_FORCE_DISABLE_WRITE;
+6 -2
View File
@@ -95,7 +95,11 @@ struct tu_shader
} tes;
struct {
bool per_samp;
/* Set if the FS should be run at sample rate instead of pixel rate (by
* sample-rate variable usage, or
* VkPipelineMultisampleStateCreateInfo->sampleShadingEnable.
*/
bool sample_shading;
bool has_fdm;
uint16_t dynamic_input_attachments_used;
@@ -116,7 +120,7 @@ struct tu_shader_key {
unsigned multiview_mask;
uint16_t read_only_input_attachments;
uint8_t max_fdm_layers;
bool force_sample_interp;
bool force_sample_interp; /* Set when VkPipelineMultisampleStateCreateInfo->sampleShadingEnable */
bool fragment_density_map;
bool fdm_per_layer;
bool dynamic_renderpass;