asahi: Identify depth clip mode bit
Setting this bit (at the batch level, not the draw level!) switches to [-1, 1] clipping instead of Metal's preferred [0, 1] clipping. Using this bit allows us to drop the clip_halfz lowering we had before, saving 2 instructions in every vertex shader. Fixes dEQP-GLES2.functional.depth_range.* Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17948>
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@@ -1673,13 +1673,6 @@ agx_compile_shader_nir(nir_shader *nir,
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NIR_PASS_V(nir, nir_lower_vars_to_scratch, nir_var_function_temp, 16,
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glsl_get_natural_size_align_bytes);
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NIR_PASS_V(nir, nir_lower_indirect_derefs, nir_var_function_temp, ~0);
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if (ctx->stage == MESA_SHADER_VERTEX) {
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/* Lower from OpenGL [-1, 1] to [0, 1] if half-z is not set */
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if (!key->vs.clip_halfz)
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NIR_PASS_V(nir, nir_lower_clip_halfz);
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}
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NIR_PASS_V(nir, nir_split_var_copies);
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NIR_PASS_V(nir, nir_lower_global_vars_to_local);
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NIR_PASS_V(nir, nir_lower_var_copies);
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