tu: Rename per_samp to sample_shading to match ir3.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/36429>
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@@ -6361,7 +6361,7 @@ tu6_build_depth_plane_z_mode(struct tu_cmd_buffer *cmd, struct tu_cs *cs)
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zmode = A6XX_EARLY_Z_LATE_Z;
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if (zmode == A6XX_EARLY_Z_LATE_Z &&
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(cmd->state.stencil_written_on_depth_fail || fs->fs.per_samp ||
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(cmd->state.stencil_written_on_depth_fail || fs->fs.sample_shading ||
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!vk_format_has_depth(depth_format) || !ds_test_enable)) {
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zmode = A6XX_LATE_Z;
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}
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@@ -6454,7 +6454,7 @@ tu_emit_fdm_params(struct tu_cmd_buffer *cmd,
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unsigned num_units)
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{
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STATIC_ASSERT(IR3_DP_FS(frag_invocation_count) == IR3_DP_FS_DYNAMIC);
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tu_cs_emit(cs, fs->fs.per_samp ?
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tu_cs_emit(cs, fs->fs.sample_shading ?
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cmd->vk.dynamic_graphics_state.ms.rasterization_samples : 1);
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tu_cs_emit(cs, 0);
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tu_cs_emit(cs, 0);
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@@ -2855,7 +2855,7 @@ tu_shader_create(struct tu_device *dev,
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}
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case MESA_SHADER_FRAGMENT: {
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const struct ir3_shader_variant *fs = shader->variant;
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shader->fs.per_samp = fs->sample_shading || ir3_key->sample_shading;
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shader->fs.sample_shading = fs->sample_shading || ir3_key->sample_shading;
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shader->fs.has_fdm = key->fragment_density_map;
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if (fs->has_kill)
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shader->fs.lrz.status |= TU_LRZ_FORCE_DISABLE_WRITE;
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@@ -95,7 +95,11 @@ struct tu_shader
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} tes;
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struct {
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bool per_samp;
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/* Set if the FS should be run at sample rate instead of pixel rate (by
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* sample-rate variable usage, or
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* VkPipelineMultisampleStateCreateInfo->sampleShadingEnable.
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*/
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bool sample_shading;
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bool has_fdm;
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uint16_t dynamic_input_attachments_used;
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@@ -116,7 +120,7 @@ struct tu_shader_key {
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unsigned multiview_mask;
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uint16_t read_only_input_attachments;
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uint8_t max_fdm_layers;
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bool force_sample_interp;
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bool force_sample_interp; /* Set when VkPipelineMultisampleStateCreateInfo->sampleShadingEnable */
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bool fragment_density_map;
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bool fdm_per_layer;
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bool dynamic_renderpass;
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