v3dv: setup texture shader state correctly for multisampled images
Fixes multisampled cases in: dEQP-VK.pipeline.multisample.sampled_image.* Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
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@ -451,7 +451,10 @@ pack_texture_shader_state_helper(struct v3dv_device *device,
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assert(image_view->image);
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const struct v3dv_image *image = image_view->image;
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int msaa_scale = 1; /* FIXME: hardcoded. Revisit when msaa get supported */
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assert(image->samples == VK_SAMPLE_COUNT_1_BIT ||
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image->samples == VK_SAMPLE_COUNT_4_BIT);
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const uint32_t msaa_scale = image->samples == VK_SAMPLE_COUNT_1_BIT ? 1 : 2;
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v3dv_pack(image_view->texture_shader_state[index], TEXTURE_SHADER_STATE, tex) {
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tex.level_0_is_strictly_uif =
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