Erik Faye-Lund e77e4d5c17 panfrost: change tie-breaking rule for 16x MSAA
When using 16x MSAA, we have two sample-positions on the negative
boundary of the unit-square covering the pixel. This causes problems
when using the default tie-breaking rule, where we miss some
sample-positions when rasterizing primitives covering the entire
viewport.

This works fine on Bifrost and later, but this setting is ignored on
those GPUs, and they assume the default (e.g MINUS_180_OUT_0_IN).
Because we'd prefer for rasterization to match between Midgard and
Bifrost when we can, we only apply this when we have 16x MSAA.

As an added bonus, this behavior matches what the DDK does.

Fixes these tests when 16x MSAA is enabled:
- dEQP-GLES31.functional.texture.multisample.samples_16.use_texture_*
- dEQP-GLES3.functional.multisample.fbo_max_samples.proportionality_alpha_to_coverage

Reviewed-by: Eric R. Smith <eric.smith@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/35184>
2025-05-27 17:41:47 +00:00
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2025-02-23 00:31:59 +01:00
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2025-05-23 13:43:37 -04:00
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`Mesa <https://mesa3d.org>`_ - The 3D Graphics Library
======================================================


Source
------

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Other repositories are likely forks, and code found there is not supported.


Build & install
---------------

You can find more information in our documentation (`docs/install.rst
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Meson (`docs/meson.rst <https://docs.mesa3d.org/meson.html>`_):

.. code-block:: sh

  $ meson setup build
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------------

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