#include "main/glheader.h"
#include "main/context.h"
+#include "main/framebuffer.h"
#include "main/hash.h"
#include "main/macros.h"
#include "program.h"
* forces per-sample shading"
*/
if (prog->IsSample && !ignore_sample_qualifier)
- return MAX2(ctx->DrawBuffer->Visual.samples, 1);
+ return MAX2(_mesa_geometric_samples(ctx->DrawBuffer), 1);
if (prog->Base.SystemValuesRead & (SYSTEM_BIT_SAMPLE_ID |
SYSTEM_BIT_SAMPLE_POS))
- return MAX2(ctx->DrawBuffer->Visual.samples, 1);
+ return MAX2(_mesa_geometric_samples(ctx->DrawBuffer), 1);
else if (ctx->Multisample.SampleShading)
return MAX2(ceil(ctx->Multisample.MinSampleShadingValue *
- ctx->DrawBuffer->Visual.samples), 1);
+ _mesa_geometric_samples(ctx->DrawBuffer)), 1);
else
return 1;
}