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>
This commit is contained in:
Brian Paul 2017-07-31 21:12:07 -06:00
parent 3c3fc7154e
commit ac4a0c0e82
1 changed files with 12 additions and 0 deletions

View File

@ -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;
}