*/
GLint
_mesa_get_min_invocations_per_fragment(struct gl_context *ctx,
- const struct gl_program *prog,
- bool ignore_sample_qualifier)
+ const struct gl_program *prog)
{
/* From ARB_sample_shading specification:
* "Using gl_SampleID in a fragment shader causes the entire shader
* "Use of the "sample" qualifier on a fragment shader input
* forces per-sample shading"
*/
- if (prog->info.fs.uses_sample_qualifier && !ignore_sample_qualifier)
- return MAX2(_mesa_geometric_samples(ctx->DrawBuffer), 1);
-
- if (prog->info.system_values_read & (SYSTEM_BIT_SAMPLE_ID |
- SYSTEM_BIT_SAMPLE_POS))
+ if (prog->info.fs.uses_sample_qualifier ||
+ (prog->info.system_values_read & (SYSTEM_BIT_SAMPLE_ID |
+ SYSTEM_BIT_SAMPLE_POS)))
return MAX2(_mesa_geometric_samples(ctx->DrawBuffer), 1);
else if (ctx->Multisample.SampleShading)
return MAX2(ceil(ctx->Multisample.MinSampleShadingValue *
extern GLint
_mesa_get_min_invocations_per_fragment(struct gl_context *ctx,
- const struct gl_program *prog,
- bool ignore_sample_qualifier);
+ const struct gl_program *prog);
static inline GLuint
_mesa_program_enum_to_shader_stage(GLenum v)
return;
cso_set_min_samples(st->cso_context,
- _mesa_get_min_invocations_per_fragment(st->ctx, &st->fp->Base, false));
+ _mesa_get_min_invocations_per_fragment(st->ctx, &st->fp->Base));
}