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 <charmainel@vmware.com>
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@ -305,6 +305,17 @@ svga_set_sample_mask(struct pipe_context *pipe,
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}
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static void
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svga_set_min_samples(struct pipe_context *pipe, unsigned min_samples)
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{
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/* This specifies the minimum number of times the fragment shader
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* must run when doing per-sample shading for a MSAA render target.
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* For our SVGA3D device, the FS is automatically run in per-sample
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* mode if it uses the sample ID or sample position registers.
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*/
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}
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void
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svga_init_depth_stencil_functions(struct svga_context *svga)
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{
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@ -314,4 +325,5 @@ svga_init_depth_stencil_functions(struct svga_context *svga)
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svga->pipe.set_stencil_ref = svga_set_stencil_ref;
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svga->pipe.set_sample_mask = svga_set_sample_mask;
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svga->pipe.set_min_samples = svga_set_min_samples;
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}
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