boolean vertex_has_integers;
boolean has_stream_out;
boolean has_stencil_export;
+ boolean has_texture_multisample;
};
pipe->screen->get_param(pipe->screen,
PIPE_CAP_SHADER_STENCIL_EXPORT);
+ ctx->has_texture_multisample =
+ pipe->screen->get_param(pipe->screen, PIPE_CAP_TEXTURE_MULTISAMPLE);
+
/* blend state objects */
memset(&blend, 0, sizeof(blend));
ctx->blend_keep_color = pipe->create_blend_state(pipe, &blend);
}
if (src) {
+ if (src->nr_samples > 1 && !ctx->has_texture_multisample) {
+ return FALSE;
+ }
+
if (!screen->is_format_supported(screen, src->format, src->target,
src->nr_samples, PIPE_BIND_SAMPLER_VIEW)) {
return FALSE;