From: Brian Paul Date: Tue, 1 Aug 2017 03:12:07 +0000 (-0600) Subject: svga: implement no-op svga_set_min_samples() X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=ac4a0c0e82e46d5f139070c3c8380973d916e6f3;p=mesa.git svga: implement no-op svga_set_min_samples() This is part of the per-sample shading feature (PIPE_CAP_SAMPLE_SHADING). Reviewed-by: Charmaine Lee --- diff --git a/src/gallium/drivers/svga/svga_pipe_depthstencil.c b/src/gallium/drivers/svga/svga_pipe_depthstencil.c index e5caa4b2771..9f06a4b2692 100644 --- a/src/gallium/drivers/svga/svga_pipe_depthstencil.c +++ b/src/gallium/drivers/svga/svga_pipe_depthstencil.c @@ -305,6 +305,17 @@ svga_set_sample_mask(struct pipe_context *pipe, } +static void +svga_set_min_samples(struct pipe_context *pipe, unsigned min_samples) +{ + /* This specifies the minimum number of times the fragment shader + * must run when doing per-sample shading for a MSAA render target. + * For our SVGA3D device, the FS is automatically run in per-sample + * mode if it uses the sample ID or sample position registers. + */ +} + + void svga_init_depth_stencil_functions(struct svga_context *svga) { @@ -314,4 +325,5 @@ svga_init_depth_stencil_functions(struct svga_context *svga) svga->pipe.set_stencil_ref = svga_set_stencil_ref; svga->pipe.set_sample_mask = svga_set_sample_mask; + svga->pipe.set_min_samples = svga_set_min_samples; }