On 06/14/2017 11:41 PM, Marek Olšák wrote:
From: Marek Olšák <[email protected]>

cso does that too
---
  src/mesa/state_tracker/st_atom_msaa.c | 7 +------
  src/mesa/state_tracker/st_context.h   | 1 -
  2 files changed, 1 insertion(+), 7 deletions(-)

diff --git a/src/mesa/state_tracker/st_atom_msaa.c 
b/src/mesa/state_tracker/st_atom_msaa.c
index 0bdb9b2..814077f 100644
--- a/src/mesa/state_tracker/st_atom_msaa.c
+++ b/src/mesa/state_tracker/st_atom_msaa.c
@@ -55,26 +55,21 @@ void st_update_sample_mask( struct st_context *st )
              Also, there's an interface restriction here in theory it is
              encouraged this mask not be the same at each pixel. */
           sample_mask = (1 << nr_bits) - 1;
           if (st->ctx->Multisample.SampleCoverageInvert)
              sample_mask = ~sample_mask;
        }
        if (st->ctx->Multisample.SampleMask)
           sample_mask &= st->ctx->Multisample.SampleMaskValue;
     }
- /* mask off unused bits or don't care? */
-
-   if (sample_mask != st->state.sample_mask) {
-      st->state.sample_mask = sample_mask;
-      cso_set_sample_mask(st->cso_context, sample_mask);
-   }
+   cso_set_sample_mask(st->cso_context, sample_mask);

Nice one! Sooo, we have three similar checks, st/mesa, cso and radeonsi, fun times. :)

  }
void st_update_sample_shading( struct st_context *st )
  {
     if (!st->fp)
        return;
if (!st->ctx->Extensions.ARB_sample_shading)
        return;
diff --git a/src/mesa/state_tracker/st_context.h b/src/mesa/state_tracker/st_context.h
index 6497587..2fe9d92 100644
--- a/src/mesa/state_tracker/st_context.h
+++ b/src/mesa/state_tracker/st_context.h
@@ -149,21 +149,20 @@ struct st_context
        unsigned fb_height;
        unsigned fb_num_samples;
        unsigned fb_num_layers;
        struct pipe_scissor_state scissor[PIPE_MAX_VIEWPORTS];
        struct pipe_viewport_state viewport[PIPE_MAX_VIEWPORTS];
        struct {
           unsigned num;
           boolean include;
           struct pipe_scissor_state rects[PIPE_MAX_WINDOW_RECTANGLES];
        } window_rects;
-      unsigned sample_mask;
GLuint poly_stipple[32]; /**< In OpenGL's bottom-to-top order */ GLuint fb_orientation;
     } state;
uint64_t dirty; /**< dirty states */ /** This masks out unused shader resources. Only valid in draw calls. */
     uint64_t active_states;

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