-
Samuel Pitoiset authored
I don't know why these values were introduced for but it seems like we can optimize this by just doing: gl_SampleMaskIn[0] = (SampleCoverage & (1 << gl_SampleID)) AMDGPU-PRO and AMDVLK apply the same formula to compute the sample mask when per-sample shading is enabled. No fossils-db changes. Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Timur Kristóf <timur.kristof@gmail.com> Part-of: <mesa/mesa!7377>
03f260cb