Fix sample_mask_in.bit_count_per_two_samples tests for 2x MSAA.
authorKenneth Graunke <kenneth.w.graunke@intel.com>
Sun, 4 Sep 2016 07:34:47 +0000 (00:34 -0700)
committerXin Li <delphij@google.com>
Tue, 27 Dec 2016 22:46:04 +0000 (14:46 -0800)
commitb26bba4ca4bef013a48a683507a7617755e7b861
treeed1594104ca62a45b31bd96496bd834a15341b67
parent8d55e05ba8db7e5e6a80b291c308e272a21bc691
Fix sample_mask_in.bit_count_per_two_samples tests for 2x MSAA.

The dEQP-GLES31.functional.shaders.sample_variables.sample_mask_in.
bit_count_per_two_samples.multisample_{texture,renderbuffer}_{1,2}
tests report:

    Verifying gl_SampleMaskIn.
    Fragment shader may be invoked [ceil(numSamples/2), numSamples] times.
    => gl_SampleMaskIn should have the number of bits set in range
       [1, numSamples - ceil(numSamples/2) + 1]:

which suggests that maxBitCount should be ceil(2/2) + 1 = 1 + 1 = 2.

However, it then says:

    Setting minBitCount = 1, maxBitCount = 1.

Having two bits should be acceptable for 2x MSAA.

This patch drops the special case for 1x/2x MSAA, making them work
like all the other MSAA levels.

Change-Id: Ie615c82150588dab53226dc46670182a29d85ef5
(cherry picked from commit 724519b8fda9c2a92d646c3dfd1478e0daa282e9)
(cherry picked from commit ea5589c748c0f399e478a570f9cc3c063fe55bf1)
modules/gles31/functional/es31fSampleVariableTests.cpp