struct si_shader_context *si_shader_ctx =
si_shader_context(&radeon_bld->soa.bld_base);
struct lp_build_context *bld = &radeon_bld->soa.bld_base.base;
- struct lp_build_context *uint_bld = &radeon_bld->soa.bld_base.uint_bld;
struct gallivm_state *gallivm = &radeon_bld->gallivm;
LLVMValueRef value = 0;
}
case TGSI_SEMANTIC_SAMPLEMASK:
- /* Smoothing isn't MSAA in GL, but it's MSAA in hardware.
- * Therefore, force gl_SampleMaskIn to 1 for GL. */
- if (si_shader_ctx->shader->key.ps.poly_line_smoothing)
- value = uint_bld->one;
- else
- value = LLVMGetParam(radeon_bld->main_fn, SI_PARAM_SAMPLE_COVERAGE);
+ /* This can only occur with the OpenGL Core profile, which
+ * doesn't support smoothing.
+ */
+ value = LLVMGetParam(radeon_bld->main_fn, SI_PARAM_SAMPLE_COVERAGE);
break;
case TGSI_SEMANTIC_TESSCOORD: