Ilia Mirkin writes:
> A couple of fairly generic comments:
>
> - It is not at all clear to me why it's OK to interpolate at sample 0
Yes, this was cheating a little bit. At least on Intel hardware the
samples are supposed to be sorted by order of distance from the centre
so sample 0 will be the
A couple of fairly generic comments:
- It is not at all clear to me why it's OK to interpolate at sample 0
-- this was previously interpolated at the sample, but apparently it
doesn't matter where it's interpolated? Why not? [A future reader of
the code might have a similar question.]
- I think th
On Mon, Sep 28, 2015 at 11:00 AM, Neil Roberts wrote:
> Previously there was a problem in i965 where if 16x MSAA is used then
> some of the sample positions are exactly on the 0 x or y axis. When
> the MSAA copy blit shader interpolates the texture coordinates at
> these sample positions it was po
Previously there was a problem in i965 where if 16x MSAA is used then
some of the sample positions are exactly on the 0 x or y axis. When
the MSAA copy blit shader interpolates the texture coordinates at
these sample positions it was possible that it would jump to a
neighboring texel due to roundin