Previously the rasterizer was just using sample location 0. The Vulkan 1.1.130 spec states that "When VK_LINE_RASTERIZATION_MODE_BRESENHAM_EXT lines are being rasterized, sample locations may all be treated as being at the pixel center". And also "Do we need to support Bresenham-style and smooth lines with more than one rasterization sample? RESOLVED: Yes. For simplicity, Bresenham line rasterization carries forward a few restrictions from OpenGL, such as not supporting per-sample shading, alpha to coverage, or alpha to one." Bug: b/142965928 Change-Id: I586ffbaa92d506595d6fecfa2dbd64f10bdee0c8 Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/40188 Presubmit-Ready: Nicolas Capens <nicolascapens@google.com> Tested-by:Nicolas Capens <nicolascapens@google.com> Reviewed-by:
Alexis Hétu <sugoi@google.com>
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