[Piglit] [Bug] Fragment shader interlock sample shading test assumes wrong guarantees

2023-06-23 Thread Triang3l
fy that by modifying an existing example (`Triang3l/vk_order_independent_transparency` on GitHub, `radv_sample_shading_test` branch) of fragment shader interlock usage with per-pixel data to use MSAA and sample shading, but only accessing that data once per pixel for each primitive, by wrapping all p

[Piglit] [Bug] Fragment shader interlock sample shading test assumes wrong guarantees (plain text copy)

2023-06-23 Thread Triang3l
rements of pixel_interlock at all. However, they actually do support pixel_interlock with sample shading. I was able to verify that by modifying an existing example (`Triang3l/vk_order_independent_transparency` on GitHub, `radv_sample_shading_test` branch) of fragment shader interlock usage

Re: [Piglit] [Bug] Fragment shader interlock sample shading test assumes wrong guarantees (plain text copy)

2023-06-24 Thread Triang3l
Follow-up: In further testing, I did get some races with my test condition, and it turns out that in OpenGL and Vulkan, unlike in Direct3D, gl_SampleMaskIn contains only 1 sample when sample shading is used. So there's even less possible meaningful usage of pixel interlock with sample shading,