<div dir="ltr">On 30 November 2013 15:29, Chris Forbes <span dir="ltr"><<a href="mailto:chrisf@ijw.co.nz" target="_blank">chrisf@ijw.co.nz</a>></span> wrote:<br><div class="gmail_extra"><div class="gmail_quote"><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div class="im">This series enables the compressed multisample layout for multisample textures.<br>
Previously we would only use CMS for renderbuffers, since our texelFetch()<br>
implementation didn't understand it.<br>
<br>
</div>Changes from V1:<br>
- Include fix for Haswell's second copy of the sample mask<br>
- Actually allocate an MCS surface for textures with this layout<br>
- Emit the MCS info in surface state for textures<br>
- Fix swizzling of MCS data in VS<br>
<div class="HOEnZb"><div class="h5"><br>
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</div></div></blockquote></div><br></div><div class="gmail_extra">I sent comments on patches 3, 6, and 9. The rest are:<br><br>Reviewed-by: Paul Berry <<a href="mailto:stereotype441@gmail.com">stereotype441@gmail.com</a>><br>
<br>Thanks for working on this, Chris!<br></div></div>