Properly enable Sample Shading in Fragment Shading Rate tests
authorSebastiano Cucinotta <sebastiano.cucinotta@arm.com>
Mon, 14 Jun 2021 15:15:40 +0000 (17:15 +0200)
committerSebastiano Cucinotta <sebastiano.cucinotta@arm.com>
Thu, 17 Jun 2021 16:44:54 +0000 (18:44 +0200)
commitd187e85da0b184a346f036b137a7241f9c83a625
treeb5e0b56746f52ec95ee03104f01e2dba181fc0bf
parent7ebd221678b9e43e402b72f5ec1ff9c0bdac01ea
Properly enable Sample Shading in Fragment Shading Rate tests

Vulkan spec states:

> Sample shading is enabled for a graphics pipeline:
>
> * If the interface of the fragment shader entry point of the graphics
>   pipeline includes an input variable decorated with SampleId or
>   SamplePosition. In this case minSampleShadingFactor takes the value
>   1.0.
> * Else if the sampleShadingEnable member of the
>   VkPipelineMultisampleStateCreateInfo structure specified when
>   creating the graphics pipeline is set to VK_TRUE. In this case
>   minSampleShadingFactor takes the value of
>   VkPipelineMultisampleStateCreateInfo::minSampleShading.
>
> Otherwise, sample shading is considered disabled.

This change ensures that sample shading is properly enabled in the
Fragment Shading Rate tests relying on it by using gl_SampleId.

Components: Vulkan

Affects:
dEQP-VK.fragment_shading_rate.sampleshadinginput.*

VK-GL-CTS Issue: 2966

Change-Id: I7fad0ed7694a2d26ef7db9ea268fa5d6f93264a6
external/vulkancts/modules/vulkan/fragment_shading_rate/vktFragmentShadingRateBasic.cpp