I'm actually going to drop these patches for now. It seems that
implicitly enabling MSAA when the sample mask != ~0 is expected behavior
with D3D and some (most?) hardware, including our virtual GPU (I'm
fixing a bug there).
-Brian
On 12/13/2017 12:35 PM, Marek Olšák wrote:
Reviewed-by: Mar
Reviewed-by: Marek Olšák
Marek
On Mon, Dec 11, 2017 at 9:09 PM, Brian Paul wrote:
> If we're doing a Z -> Z MSAA blit (for example) we need to enable
> msaa rasterization when drawing the quads so that we can properly
> write the per-sample values.
>
> This fixes a number of Piglit ext_framebuf
If we're doing a Z -> Z MSAA blit (for example) we need to enable
msaa rasterization when drawing the quads so that we can properly
write the per-sample values.
This fixes a number of Piglit ext_framebuffer_multisample blit tests
such as ext_framebuffer_multisample/no-color 2 depth combined with
t