This calculates ps_iter_samples from the minSampleShading input
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
.independentBlend = true,
.geometryShader = !is_gfx9,
.tessellationShader = !is_gfx9,
- .sampleRateShading = false,
+ .sampleRateShading = true,
.dualSrcBlend = true,
.logicOp = true,
.multiDrawIndirect = true,
else
ms->num_samples = 1;
- if (pipeline->shaders[MESA_SHADER_FRAGMENT]->info.fs.force_persample) {
+ if (vkms && vkms->sampleShadingEnable) {
+ ps_iter_samples = ceil(vkms->minSampleShading * ms->num_samples);
+ } else if (pipeline->shaders[MESA_SHADER_FRAGMENT]->info.fs.force_persample) {
ps_iter_samples = ms->num_samples;
}