Re: [Mesa-dev] [PATCH 2/2] gallium/u_blitter: enable MSAA when blitting to MSAA surfaces

2017-12-13 Thread Brian Paul
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

Re: [Mesa-dev] [PATCH 2/2] gallium/u_blitter: enable MSAA when blitting to MSAA surfaces

2017-12-13 Thread Marek Olšák
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

[Mesa-dev] [PATCH 2/2] gallium/u_blitter: enable MSAA when blitting to MSAA surfaces

2017-12-11 Thread Brian Paul
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