<field name="Clear buffer being stored" size="1" start="18" type="bool"/>
<field name="Output Image Format" size="6" start="12" type="Output Image Format"/>
- <field name="Decimate" size="2" start="10" type="Decimate Mode"/>
+ <field name="Decimate mode" size="2" start="10" type="Decimate Mode"/>
<field name="A dithered" size="1" start="9" type="bool"/>
<field name="BGR dithered" size="1" start="8" type="bool"/>
<field name="Input Image Format" size="6" start="12" type="Output Image Format"/>
- <field name="Decimate" size="2" start="10" type="Decimate Mode"/>
+ <field name="Decimate mode" size="2" start="10" type="Decimate Mode"/>
<field name="Flip Y" size="1" start="7" type="bool"/>
<field name="Clear buffer being stored" size="1" start="18" type="bool"/>
<field name="Output Image Format" size="6" start="12" type="Output Image Format"/>
- <field name="Decimate" size="2" start="10" type="Decimate Mode"/>
+ <field name="Decimate mode" size="2" start="10" type="Decimate Mode"/>
<field name="A dithered" size="1" start="9" type="bool"/>
<field name="BGR dithered" size="1" start="8" type="bool"/>
<field name="Input Image Format" size="6" start="12" type="Output Image Format"/>
- <field name="Decimate" size="2" start="10" type="Decimate Mode"/>
+ <field name="Decimate mode" size="2" start="10" type="Decimate Mode"/>
<field name="Flip Y" size="1" start="7" type="bool"/>
load.height_in_ub_or_stride = slice->stride;
}
- /* XXX: MSAA */
+ if (psurf->texture->nr_samples > 1)
+ load.decimate_mode = V3D_DECIMATE_MODE_ALL_SAMPLES;
+ else
+ load.decimate_mode = V3D_DECIMATE_MODE_SAMPLE_0;
+
#else /* V3D_VERSION < 40 */
/* Can't do raw ZSTENCIL loads -- need to load/store them to
* separate buffers for Z and stencil.
&rsc->slices[psurf->u.tex.level];
store.height_in_ub_or_stride = slice->stride;
}
+
+ if (psurf->texture->nr_samples > 1)
+ store.decimate_mode = V3D_DECIMATE_MODE_ALL_SAMPLES;
+ else
+ store.decimate_mode = V3D_DECIMATE_MODE_SAMPLE_0;
+
#else /* V3D_VERSION < 40 */
/* Can't do raw ZSTENCIL stores -- need to load/store them to
* separate buffers for Z and stencil.