broadcom/compiler: handle gl_SampleMask writes in fragment shaders
We didn't need this until now, since this was included with GLES 3.2, but we need it for Vulkan. Eric had already done the plumbing for it though, we just need to actually emit the mask. Fixes some tests in: dEQP-VK.renderpass.suballocation.multisample_resolve.* Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> Reviewed-by: Eric Anholt <eric@anholt.net> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
This commit is contained in:
parent
3310c1542c
commit
14d74c07aa
|
@ -1328,11 +1328,12 @@ vir_emit_tlb_color_write(struct v3d_compile *c, unsigned rt)
|
|||
static void
|
||||
emit_frag_end(struct v3d_compile *c)
|
||||
{
|
||||
/* XXX
|
||||
if (c->output_sample_mask_index != -1) {
|
||||
vir_MS_MASK(c, c->outputs[c->output_sample_mask_index]);
|
||||
vir_SETMSF_dest(c, vir_nop_reg(),
|
||||
vir_AND(c,
|
||||
vir_MSF(c),
|
||||
c->outputs[c->output_sample_mask_index]));
|
||||
}
|
||||
*/
|
||||
|
||||
bool has_any_tlb_color_write = false;
|
||||
for (int rt = 0; rt < V3D_MAX_DRAW_BUFFERS; rt++) {
|
||||
|
|
Loading…
Reference in New Issue