lavapipe: Use shader_info::uses_sample_shading
This is more accurate because it's computed directly in spirv_to_nir and takes even unused SampleID and SamplePos builtings into account. Reviewed-by: Mike Blumenkrantz <michael.blumenkrantz@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17669>
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@ -1389,9 +1389,7 @@ lvp_graphics_pipeline_init(struct lvp_pipeline *pipeline,
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pipeline->pipeline_nir[MESA_SHADER_GEOMETRY]->info.gs.output_primitive == SHADER_PRIM_LINES;
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break;
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case MESA_SHADER_FRAGMENT:
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if (pipeline->pipeline_nir[MESA_SHADER_FRAGMENT]->info.fs.uses_sample_qualifier ||
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BITSET_TEST(pipeline->pipeline_nir[MESA_SHADER_FRAGMENT]->info.system_values_read, SYSTEM_VALUE_SAMPLE_ID) ||
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BITSET_TEST(pipeline->pipeline_nir[MESA_SHADER_FRAGMENT]->info.system_values_read, SYSTEM_VALUE_SAMPLE_POS))
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if (pipeline->pipeline_nir[MESA_SHADER_FRAGMENT]->info.fs.uses_sample_shading)
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pipeline->force_min_sample = true;
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break;
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default: break;
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