return (const __DRIconfig **)configs;
}
-/* The Gallium way to force MSAA. */
-DEBUG_GET_ONCE_NUM_OPTION(msaa, "GALLIUM_MSAA", 0);
-
-/* The NVIDIA way to force MSAA. The same variable is used by the NVIDIA
- * driver. */
-DEBUG_GET_ONCE_NUM_OPTION(msaa_nv, "__GL_FSAA_MODE", 0);
-
-static void
-dri_force_msaa_visual(struct st_visual *stvis,
- struct pipe_screen *screen)
-{
- int i;
- int samples = debug_get_option_msaa();
-
- if (!samples)
- samples = debug_get_option_msaa_nv();
-
- if (samples <= 1)
- return; /* nothing to do */
-
- /* Choose a supported sample count greater than or equal to samples. */
- for (i = samples; i <= MSAA_VISUAL_MAX_SAMPLES; i++) {
- if (screen->is_format_supported(screen, stvis->color_format,
- PIPE_TEXTURE_2D, i,
- PIPE_BIND_RENDER_TARGET)) {
- stvis->samples = i;
- break;
- }
- }
-}
-
/**
* Roughly the converse of dri_fill_in_modes.
*/
if (mode->sampleBuffers) {
stvis->samples = mode->samples;
}
- else {
- /* This must be done after stvis->color_format is set. */
- dri_force_msaa_visual(stvis, screen->base.screen);
- }
switch (mode->depthBits) {
default: