broadcom/compiler: Set up passthrough Z when doing FS discards.
In order to keep early-Z from writing early in a discard shader, you need to set the "modifies Z" bit in the shader state (which the new prog_data.discards will indicate). Then, in the shader we do a TLB write to make Z passthrough happen (the QPU result is ignored, so we use a NULL source).
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@@ -579,6 +579,7 @@ struct v3d_fs_prog_data {
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BITSET_WORD flat_shade_flags[BITSET_WORDS(V3D_MAX_FS_INPUTS)];
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bool writes_z;
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bool discard;
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};
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/* Special nir_load_input intrinsic index for loading the current TLB
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