For fully covered tiles just pass in the filled out mask.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4122>
depth_sample_stride = scene->zsbuf.sample_stride;
}
+ uint64_t mask = 0;
+ for (unsigned i = 0; i < scene->fb_max_samples; i++)
+ mask |= (uint64_t)(0xffff) << (16 * i);
+
/* Propagate non-interpolated raster state. */
task->thread_data.raster_state.viewport_index = inputs->viewport_index;
GET_DADY(inputs),
color,
depth,
- (uint64_t)0xffff,
+ mask,
&task->thread_data,
stride,
depth_stride,
depth_stride = scene->zsbuf.stride;
}
+ uint64_t mask = 0;
+ for (unsigned i = 0; i < scene->fb_max_samples; i++)
+ mask |= (uint64_t)0xffff << (16 * i);
+
/*
* The rasterizer may produce fragments outside our
* allocated 4x4 blocks hence need to filter them out here.
GET_DADY(inputs),
color,
depth,
- (uint64_t)0xffff,
+ mask,
&task->thread_data,
stride,
depth_stride,