bounds_max states of pipe_depth_stencil_alpha_state behave according
to the GL_EXT_depth_bounds_test specification.
* ``PIPE_CAP_TGSI_TXQS``: Whether the `TXQS` opcode is supported
+* ``PIPE_CAP_FORCE_PERSAMPLE_INTERP``: If the driver can force per-sample
+ interpolation for all fragment shader inputs if
+ pipe_rasterizer_state::force_persample_interp is set. This is only used
+ by GL3-level sample shading (ARB_sample_shading). GL4-level sample shading
+ (ARB_gpu_shader5) doesn't use this. While GL3 hardware has a state for it,
+ GL4 hardware will likely need to emulate it with a shader variant, or by
+ selecting the interpolation weights with a conditional assignment
+ in the shader.
+
.. _pipe_capf:
case PIPE_CAP_MAX_SHADER_PATCH_VARYINGS:
case PIPE_CAP_DEPTH_BOUNDS_TEST:
case PIPE_CAP_TGSI_TXQS:
+ case PIPE_CAP_FORCE_PERSAMPLE_INTERP:
return 0;
case PIPE_CAP_MAX_VIEWPORTS:
case PIPE_CAP_TEXTURE_HALF_FLOAT_LINEAR:
case PIPE_CAP_DEPTH_BOUNDS_TEST:
case PIPE_CAP_TGSI_TXQS:
+ case PIPE_CAP_FORCE_PERSAMPLE_INTERP:
return 0;
case PIPE_CAP_MAX_DUAL_SOURCE_RENDER_TARGETS:
case PIPE_CAP_MAX_SHADER_PATCH_VARYINGS:
case PIPE_CAP_DEPTH_BOUNDS_TEST:
case PIPE_CAP_TGSI_TXQS:
+ case PIPE_CAP_FORCE_PERSAMPLE_INTERP:
return 0;
case PIPE_CAP_VENDOR_ID:
case PIPE_CAP_MAX_SHADER_PATCH_VARYINGS:
case PIPE_CAP_DEPTH_BOUNDS_TEST:
case PIPE_CAP_TGSI_TXQS:
+ case PIPE_CAP_FORCE_PERSAMPLE_INTERP:
return 0;
}
/* should only get here on unhandled cases */
case PIPE_CAP_TEXTURE_FLOAT_LINEAR:
case PIPE_CAP_TEXTURE_HALF_FLOAT_LINEAR:
case PIPE_CAP_TGSI_TXQS:
+ case PIPE_CAP_FORCE_PERSAMPLE_INTERP:
return 0;
case PIPE_CAP_VENDOR_ID:
case PIPE_CAP_RESOURCE_FROM_USER_MEMORY:
case PIPE_CAP_DEVICE_RESET_STATUS_QUERY:
case PIPE_CAP_MAX_SHADER_PATCH_VARYINGS:
+ case PIPE_CAP_FORCE_PERSAMPLE_INTERP:
return 0;
case PIPE_CAP_VENDOR_ID:
case PIPE_CAP_VERTEXID_NOBASE:
case PIPE_CAP_RESOURCE_FROM_USER_MEMORY:
case PIPE_CAP_DEVICE_RESET_STATUS_QUERY:
+ case PIPE_CAP_FORCE_PERSAMPLE_INTERP:
return 0;
case PIPE_CAP_VENDOR_ID:
case PIPE_CAP_TEXTURE_HALF_FLOAT_LINEAR:
case PIPE_CAP_DEPTH_BOUNDS_TEST:
case PIPE_CAP_TGSI_TXQS:
+ case PIPE_CAP_FORCE_PERSAMPLE_INTERP:
return 0;
/* SWTCL-only features. */
case PIPE_CAP_VERTEXID_NOBASE:
case PIPE_CAP_MAX_SHADER_PATCH_VARYINGS:
case PIPE_CAP_DEPTH_BOUNDS_TEST:
+ case PIPE_CAP_FORCE_PERSAMPLE_INTERP:
return 0;
/* Stream output. */
case PIPE_CAP_TEXTURE_GATHER_OFFSETS:
case PIPE_CAP_SAMPLER_VIEW_TARGET:
case PIPE_CAP_VERTEXID_NOBASE:
+ case PIPE_CAP_FORCE_PERSAMPLE_INTERP:
return 0;
case PIPE_CAP_MAX_SHADER_PATCH_VARYINGS:
case PIPE_CAP_MAX_SHADER_PATCH_VARYINGS:
case PIPE_CAP_DEPTH_BOUNDS_TEST:
case PIPE_CAP_TGSI_TXQS:
+ case PIPE_CAP_FORCE_PERSAMPLE_INTERP:
return 0;
}
/* should only get here on unhandled cases */
case PIPE_CAP_TEXTURE_HALF_FLOAT_LINEAR:
case PIPE_CAP_DEPTH_BOUNDS_TEST:
case PIPE_CAP_TGSI_TXQS:
+ case PIPE_CAP_FORCE_PERSAMPLE_INTERP:
return 0;
}
case PIPE_CAP_TEXTURE_HALF_FLOAT_LINEAR:
case PIPE_CAP_DEPTH_BOUNDS_TEST:
case PIPE_CAP_TGSI_TXQS:
+ case PIPE_CAP_FORCE_PERSAMPLE_INTERP:
return 0;
/* Stream output. */
PIPE_CAP_TEXTURE_HALF_FLOAT_LINEAR,
PIPE_CAP_DEPTH_BOUNDS_TEST,
PIPE_CAP_TGSI_TXQS,
+ PIPE_CAP_FORCE_PERSAMPLE_INTERP,
};
#define PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_NV50 (1 << 0)
unsigned point_tri_clip:1; /** large points clipped as tris or points */
unsigned point_size_per_vertex:1; /**< size computed in vertex shader */
unsigned multisample:1; /* XXX maybe more ms state in future */
+ unsigned force_persample_interp:1;
unsigned line_smooth:1;
unsigned line_stipple_enable:1;
unsigned line_last_pixel:1;